Pawel Lukaszewicz
pablo_lukaszewicz
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Possible to set defaults for "Houdini Engine" section params 2022年5月11日11:26
Guys is it possible to set defaults for "Houdini Engine" set of parameters per HDA (vide image).
So when an artist drags the HDA from content browser onto the world they get those set to exact working values required by this HDA to work properly?
Like push transforms to Houdini checked and bake target set to "Foliage" etc?
So when an artist drags the HDA from content browser onto the world they get those set to exact working values required by this HDA to work properly?
Like push transforms to Houdini checked and bake target set to "Foliage" etc?
Houdini Engine for Unreal - Version 2 Beta 2022年2月22日7:28
Hey, I would like to ask if importing landscapes from bgeo via HoudiniGeoImport commandlet is somewhere near in the road map?
Thanks
Thanks
cook from python in commandlet, possible? 2022年2月10日4:34
Hey
Is it possible to get bake results from python api when running python script as a commandlet?
I'am using a python script based on what is described here:
https://www.sidefx.com/docs/unreal/_public_a_p_i.html#PublicAPIPyAsyncProcessor [www.sidefx.com]
(script at the end)
When running script.py in unreal editor (5.0ea2) itself I get the bake saved.
But if run the scirpt as a commandlet it just runs and no errors but no bare results and no hars spawned no callbacks on ProcessHDAExample called (on_failure or other). That is how I run the script as a commandlet:
#.\UnrealEditor-Cmd.exe "myproject.uproject" -run=pythonscript -script="script.py"
The hda is just a file input sop with file path to bgeo exposed as param.
Thanks in advance.
----------------script---------,
Is it possible to get bake results from python api when running python script as a commandlet?
I'am using a python script based on what is described here:
https://www.sidefx.com/docs/unreal/_public_a_p_i.html#PublicAPIPyAsyncProcessor [www.sidefx.com]
(script at the end)
When running script.py in unreal editor (5.0ea2) itself I get the bake saved.
But if run the scirpt as a commandlet it just runs and no errors but no bare results and no hars spawned no callbacks on ProcessHDAExample called (on_failure or other). That is how I run the script as a commandlet:
#.\UnrealEditor-Cmd.exe "myproject.uproject" -run=pythonscript -script="script.py"
The hda is just a file input sop with file path to bgeo exposed as param.
Thanks in advance.
----------------script---------,
from time import sleep import unreal from HoudiniEngineV2.asyncprocessor import ProcessHDA _g_processor = None hda_path = '/Game/HDA/import_utils.import_utils' def make_parameters(): parameters = {} parameter_tuple = unreal.HoudiniParameterTuple() parameter_tuple.string_values = ("path to bgeo",) parameters['file'] = parameter_tuple return parameters class ProcessHDAExample(ProcessHDA): def on_failure(self): unreal.log_error('on_failure!') global _g_processor _g_processor = None def on_complete(self): unreal.log_warning('on_complete!') global _g_processor _g_processor = None def on_post_processing(self): unreal.log_warning('on_post') def run(): # Create the processor global _g_processor _g_processor = ProcessHDAExample( unreal.load_object(None, hda_path), parameters = make_parameters(), enable_auto_bake = True, bake_directory_path = "/Game/HDA", remove_output_after_bake = True, replace_previous_bake = True, delete_instantiated_asset_on_completion_or_failure = True ) if not _g_processor.activate(): unreal.log_warning('Activation failed.') else: unreal.log_warning('Activated!') #i = 0 #while _g_processor: # sleep(5) # i+=1 # unreal.log_error("tik tack {}".format(i)) if __name__ == '__main__': run()