Patrick Glaspey

Aladin Sane

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Recent Forum Posts

unreal_generated_mesh_name - Not working consistently in UE4 Jan. 25, 2019, 6:22 a.m.

I have some digital assets that have various settings. Simple example is a dropdown with four selections, each one is a variation of a mesh and baked static mesh should be named differently.

To accomplish this I use arg() with the dropdown to set the name I want to use on the unreal_generated_mesh_name property.

Sometimes it works, other times it does not.

I have noticed two issues.

1) Sometimes the property value is not updated when changing the values.
2) Sometimes even when it changes when you bake the mesh it uses the last value that was in the unreal_generated_mesh_name

Here is the string I am creating

`arg(“Straight Elbow TJunction Cross Deadend”, ch(“corridor_shape”))`

Randomize Parameters Jan. 23, 2019, 4:11 a.m.

Check the randomize attribute node, set the attribute you want to randomize (I have used scale and orient), then set the ranges for each axis to control how much randomization you want.

Getting geometry from AutoDopNetwork into Digital Asset Jan. 8, 2019, 3:26 a.m.

So I create an object and did a voronoi fracture on it. Then I shatter it and created an auotdopnetwork to run a simulation to bascially create a pile of rubble.

I have the geometry referenced from the autodop network but when I try to turn my geo node into digital asset it complains about relative paths.

I tried after the creation to find all the paths and change them but I cannot get it to work in unreal. Just loads the houdini logo and stops.

Is there a know process where I can grab the geometry from a frame from the autodopnetwork and reference it in my geo node so I can create a working digital asset?

Thanks.