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

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LOCATION
West Kelowna, Canada
WEBSITE

Houdini Skills

ADVANCED
Procedural Modeling  | Environments  | Digital Assets  | Realtime FX  | PDG  | VEX
INTERMEDIATE
Character Rigging  | Animation  | Lighting  | Destruction FX  | Python
BEGINNER
Hair & Fur  | Cloth  | Muscles  | Solaris

Availability

Not Specified

My Badges

SideFX Staff
Since Jan 2023

Recent Forum Posts

Unreal PCG HDA node, how to output points? Feb. 24, 2026, 4:10 p.m.

Hi, you can just add the attribute to the points and set the value to 1 and it should work. So 'i@unreal_pcg_params = 1' on a wrangle set to points would do the trick. Houdini Engine will recognize the attribute and import the points from the HDA as points in your PCG graph. **This may not be back ported yet, but there is also a new checkbox on the pcg HDA Node called 'Force PCG Outputs' and this will automatically set this attribute for you on import when checked on.

And if you had an a spline output with the regular @unreal_output_curve with the same @unreal_pcg_params attribute, Houdini Engine will convert the output as a spline in PCG.

As well, all PCG attributes that were brought into an HDA input should be passed through to the output. And PCG respects the regular attributes in Houdini. eg pscale on points would be brought in.

Attribute paint on Houdini Engine for UE Nov. 14, 2025, 11:16 a.m.

They best method to achieve this would be to use Unreals native tools like vertex painting, or something like visual scripting tools to edit an unreal actor, then use that actor as an input for your HDA. Overall Houdini Engine is trying to move away from workflows like editable nodes to avoid destructive workflows.

Send Custom Primitive Data to Unreal Oct. 11, 2024, 3:18 p.m.

This is still not supported right now with Houdini Plugin. Sorry.