Damien Pernuit

dpernuit

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Houdini Engine

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SideFX Staff
Since 9月 2016

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Houdini Engine for Unreal: The Road Ahead
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Houdini for Unreal

Recent Forum Posts

COPs import missing textures 2025年9月3日11:06

Hi,
Just replied to you on git:

Yes, that is expected, and indicated in the docs:
https://www.sidefx.com/docs/houdini/unreal/materials.html#generate [www.sidefx.com]

To generate materials from your HDA using a COP Preview Node:
Ensure the mesh generated in your HDA has UVs.
At the GEO/SOP level, add a COP Preview Node to your generated geometry.
Only some of the material channels will be translated to the Unreal material. See the below table for which ones.

At the moment, we support the same types of channels on the COP Preview node than the one we support on MATnets and older types of materia, for textures: only base color, metallic, specular, roughness, emissive color, opacity, normal.

Collision_geo 2025年5月22日14:40

Hey,

Have you tried refining the proxy mesh output ? (right click > refine)
By default, the plugin uses Houdini Proxy meshes (that's why there's a Houdini logo on top of Flippy).
They are much faster to create than StaticMeshes, but wont come with LODs or colliders.

The idea is that they will give you faster visual feedback when tweaking the parameters - and can easily be refined when you're satisfied with the results.
Proxies can be disabled either in the plugin settings, or in your HDA's detail panel.

How to set defaults for Asset Options on an HDA? 2025年3月3日18:46

Hi,

Please see https://www.sidefx.com/docs/houdini/unreal/attributes.html#generic

Generic attributes can be applied to the HDA itself, if the attribute is set as a detail attribute.

To get the list of attributes that can apply to a given class, type the following CMD in Unreal:

Houdini.DumpGenericAttribute XXX

XXX being the name of the class, in your case, you'll type

Houdini.DumpGenericAttribute UHoudiniAssetComponent

Which will list all properties that can be modified on a HoudiniAssetComponent, you'll be interested in:
unreal_uproperty_bOutputless : bOutputless (Outputless) - UE TYPE: BoolProperty - H TYPE: int.

so to automatically change the "Do Not Generate Outputs" toggle, you want to create the detail attribute "unreal_uproperty_bOutputless" and set its value to 1.