Tom Velebny

TomVee

About Me

Senior Tech Artist @ Yaak Technologies
EXPERTISE
Game Artist
INDUSTRY
Gamedev  | VR

Connect

LOCATION
Berlin, Germany

Houdini Skills

Availability

Not Specified

Recent Forum Posts

PDG Services in Unreal May 4, 2026, 10:29 a.m.

All right, email sent. Cheers

PDG Services in Unreal April 30, 2026, 8:23 a.m.

Hi Cody,

Thanks for the reply, I made a simplified repro (attached) and I also dug a bit deeper and found some other issues (below). The repro HDA just extrudes a primitive twice, the PDG HDA then takes a mesh as an input and creates a work item out of every triangle to feed to the first HDA.

I tested this both in our compiled project and vanilla Unreal 5.7.4, to repro this:

  • Save the attached HDAs
  • Edit the uvg_test-pdg_services_test.hda in Houdini
  • On the HDA Processor set the "HDA File" to where your uvg_test-extrude_test.hda is
  • Create a new blank level in Unreal and place the uvg_test-pdg_services_test.hda
  • Using Unreal's mesh modelling tools, create a rectangle with 10x10 subdivisions
  • Set the rectangle as an input for the HDA
  • Enable and start the Async Importer
  • Cook Output of the PDG asset
  • Observe that it takes only a few seconds to cook all the work items using the PDG service, then watch each work item appear in Unreal one by one, taking about 2 minutes to do so

These are my times with this setup:

Houdini
14 cores, service, Houdini - 0:07 sec

Unreal
14 cores, out of process - 2:34 min
14 cores, service - 2:37 min
14 cores, service, async - 2:20 min

The Async Importer seems the most promising here, unfortunately I can't start it in our project as the plugin looks for it where it doesn't exist (our exe lives at C:\p4\Integration\ue\YaakDriveSim\Binaries\Win64\YaakDriveSimEditor.exe)

LogWindows: Warning: CreateProc failed: The system cannot find the file specified. (0x00000002)
LogWindows: Warning: URL: C:/p4/Integration/ue/Engine/Binaries/Win64/YaakDriveSimEditor.exe "C:/p4/Integration/ue/YaakDriveSim/YaakDriveSim.uproject" -messaging -run=HoudiniGeoImport -guid=D5F71DB34B4C2440273CB9963539224C -listen=2F36C01A4F280933F81975984F0C635F -managerpid=41540

  • Is there a way to set/configure this path?

Here are other the issues that I think are bugs:

  1. "Enable Shared Memory Data Transfer" in the plugin settings leads to a looping message "LogHoudiniEngine: Error: Failed to get PDG events, error code: 6"when I rebuild the PDG asset
  2. When I set the HDA Processor to "Cook Type: In-Process" no work items are cooking/coming into in Unreal
  3. Setting "Recenter Baked Actors" on the PDG in Unreal doesn't actually recenter the baked actors, they still have their origin at 0/0/0

In closing, I was hoping that the new "Enable Shared Memory Data Transfer" would speed things up but it seems to not work. PDG services seem to work after all, but there is still a big bottleneck when transferring the data back to Unreal, even when it's a tiny amount. Is there any way to overcome or speed this up?

Do you want me to email the above bugs to Side-FX support or will you pass it on?

Thanks!

PDG Services in Unreal April 27, 2026, 12:46 p.m.

This seems to be the same issue in UE5.7 and H21 (different test level).

Out-of-process (UE5)
7 cores - 8:20 min
14 cores - 8:30 min

Services (UE5)
7 cores - 8:00 min
14 cores - 9:30 min
7 cores (TCP session) - 7:45 min

Services (Houdini)
14 cores - 30 sec

It looks like the PDG services are being used from within Unreal, I can see the hython processes and mqserver running, but there's no speed increase. I tried different settings for the Session Type and HDA Processor but to no avail. The only tiny difference was using TCP socket session type. Using "Cook Type: In-Process" on the HDA Processor resulted in no work items coming into Unreal at all. Lastly turning on the new "Enable Shared Memory Data Transfer" results in endlessly repeated "Failed to get PDG events, error code: 6" in Unreal's output log (also in Vanilla Unreal with Side-FX binaries).

Is there any way how to configure the plugin to take advantage of the PDG services? It's a bit sad to see that 120 work items can be cooked in 30 seconds in Houdini, but to do it in Unreal it takes 8 minutes. We're talking very low poly, stylized VR here (screenshot)