Patrick Glaspey

Aladin Sane

About Me

United States of America


Recent Forum Posts

How do I create special attributes and groups? Feb. 23, 2018, 6:29 a.m.

I'm very new to houdini, and I'm having trouble understanding how to create special attributes and groups in my digital asset. I've been searching the docs and doing google searches, but I can't seem to find information on this topic.

This is the link to the docs: []

Can someone help me or point me towards some good examples?

Thank you in advance :-)


You use the attributecreate node and put in the correct name and data setup based on the document you linked.

First image below shows a couple of these nodes in a tree.

The second image shows inside one of the nodes on how it was setup.

Just in case you need to know, the unreal_material value in the String field is obtained by using copy reference if you right click on your material in Unreal Editor.

Hope this helps.

Big mesh splitting vs collision Feb. 23, 2018, 4:35 a.m.

I got an idea about making palisade mesh from curve. Due to it nature its size varies. I made a property that split it into multiple meshes: I used packing to split it and move pivots to centroids of every part. But for it to have any use it needs collisions. So I decided to split every part of palisade into rendered ucx groups. Now after some time i updated plugin and… now every collision group is making new mesh. Is there is a way to generate mesh with many collision groups?

Also next thing:. Id like to change uproperty: unreal_uproperty_CollisionComplexity to simple and complex but it is not working… I suppose that it should be integer = 1. But it is nor working that way. Either primitive or detail.

I generate multiple collision meshes regularly. I usually create a low res shape set of geometry for a section and then assign a ucx group name. Each group name must be unique or they will merge.

I have attached what my output looks like. I do not have a good node example as I have widgets that create most of my collisions for me. The zeros are only there in case the widget needs to generate more than one group. In this case they did not. But you can see that each group is unique and has its own specific geometry. The tricky part in having base widgets is passing extra suffix around to compose the group name dynamically so if I have lets say 3 columns in an asset they all can be passed a different suffix so each creates unique collision group names.

Hope this helps.

unreal_generated_mesh_name - Dynamic Feb. 20, 2018, 6:40 p.m.

So I had an idea on how to build the string value for this attribute based on the ui selections I make in UI, so that as I am generating multiple meshes from an asset I do not have to manually change the name for each version. This is time consuming and prone to error.

So I setup some string fields in my UI and added some expressions to get a string based on the dropdown selected in the ui.

So imagine I have a dropdown called Arch Style with two values, Arch and Semi.

The expression I wrote is

`arg(“Equi Semi”, chs(“arch_style”))`

Then I used that in the mesh name attribute node. It works great in houdini. I can have multiple expressions in there based on the ui choices I have and the name is created as expected.

Problem is in Unreal engine I either crash when I change a menu item or no geo is outputed.

It would be great if this could work.


I can put together a simple example hda if that would help.