Cody Spahr
Cody Spahr
About Me
Cody Spahr is a technical artist at SideFX, with a background in game dev.
EXPERTISE
Game Artist
INDUSTRY
Gamedev
Connect
LOCATION
West Kelowna,
Canada
WEBSITE
Houdini Skills
ADVANCED
Procedural Modeling | Environments | Digital Assets
INTERMEDIATE
Lighting | Realtime FX | PDG | VEX
BEGINNER
Character Rigging | Animation | Solaris | Destruction FX | Python
Availability
Not Specified
Recent Forum Posts
Utility Widget - World Input Sept. 10, 2024, 6:21 p.m.
No worries. Looks like you need to take the (Return Value) from the `Create Empty Input` node, and feed that into your (Target) for the `Set Inputs Object` & (In Input) on `Set Input Parameter` nodes. Both are coming from some other variable, it's a bit blurry to read. But I think if you swap those around, it should work fine.
Here is an example I have working with world inputs on an Object Merge parameter. This grabs everything in my level with that tag, and adds it to my input.
Here is an example I have working with world inputs on an Object Merge parameter. This grabs everything in my level with that tag, and adds it to my input.
Bake to the HDA level Sept. 10, 2024, 2:13 p.m.
Done and Done. Sorry about all this, I've noticed a couple small bugs like this crop up in regards to the input/outputs change in 20.0 and some older or less common workflows. But the devs have been getting them fixed up super quick, assuming they aren't super busy with high priority things.
Bake to the HDA level Sept. 10, 2024, 1:36 p.m.
Hi Tom, I was able to repro this issue. The `s@unreal_level_path = "{hda_level}";` will work for packed instances but not generated static meshes. I don't see why that would be the case, and will log a bug for this right away.