Stina Flodström
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Freelancer
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Gamedev
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Recent Forum Posts
Simulation wrapped in HDA causes floating objects 2026年6月18日8:34
Hello,
I have an HDA setup with a material fracture and bulletsolver sim that I'm using in unreal to fracture and simulate objects. I use it with a scriptable tool blueprint and trigger cook and changes from there.
It works fine the first time I simulate but if I change the seed I get floating pieces. I have it set up with a timeshift which I suspect isn't the best way. I have the same problem in houdini, if I change the seed. If I manually reset the simulation in houdini it looks good again. Is there a better way to set this up?
I tried resetting the sim from an unreal parameter connected to a python script to press the reset button, it works well in houdini but in unreal I ended up with no output from the sim after several tests.
I attached a test hda, there is the same problem with floating pieces when changing the seed in houdini, I haven't worked much with simulations so I suspect there is a more fool-proof way to set this up! I want to avoid local cache as people across an unreal project will be using it.
I have an HDA setup with a material fracture and bulletsolver sim that I'm using in unreal to fracture and simulate objects. I use it with a scriptable tool blueprint and trigger cook and changes from there.
It works fine the first time I simulate but if I change the seed I get floating pieces. I have it set up with a timeshift which I suspect isn't the best way. I have the same problem in houdini, if I change the seed. If I manually reset the simulation in houdini it looks good again. Is there a better way to set this up?
I tried resetting the sim from an unreal parameter connected to a python script to press the reset button, it works well in houdini but in unreal I ended up with no output from the sim after several tests.
I attached a test hda, there is the same problem with floating pieces when changing the seed in houdini, I haven't worked much with simulations so I suspect there is a more fool-proof way to set this up! I want to avoid local cache as people across an unreal project will be using it.
PCG HDA not outputting any points 2026年6月15日8:51
Thank you for your answer, I will try that method!
PCG HDA not outputting any points 2026年6月1日11:32
Hello,
I'm testing the PCG HDA-node with a simple setup, using landscape as an input. I don't get any points out from my HDA though.
This is my setup:
- PCG Graph with Get landscape data
- HDA that takes the landscape as an input, scatter points and outputs the points with i@unreal_pcg_param=1
Is this supposed to work and should I do something differently?
UE 5.7.4
Houdini 21.5.596

I'm testing the PCG HDA-node with a simple setup, using landscape as an input. I don't get any points out from my HDA though.
This is my setup:
- PCG Graph with Get landscape data
- HDA that takes the landscape as an input, scatter points and outputs the points with i@unreal_pcg_param=1
Is this supposed to work and should I do something differently?
UE 5.7.4
Houdini 21.5.596