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HDA evaluations showing up in my dumptick Jan. 23, 2020, 8:35 p.m.

Also, it would appear that components attached to the Houdini Engine Actor are not properly registered? Our logs are getting spammed hard with warnings that garbage collection is trying to delete unregistered components: they complaints are all the Houdini Assets. Is this a known issue?

HDA evaluations showing up in my dumptick Jan. 22, 2020, 8:31 p.m.


I've got a number of HDAs in a level that produce static meshes. It was my understanding that it's not actually possible to evaluate Houdini Engine in gameplay. My assumption is that Houdini Engine evaluates during the cooking process and that what makes it into the game is just a regular Static Mesh.

However, we've been experiencing some surprising performance problems and discovered that the Houdini Engine HDAs appear in the dumptick logs:

[2020.01.22-21.11.08:121][711]HoudiniAssetComponent /Game/Base/Maps/Zones/XXX/XXX.XXX:PersistentLevel.XXXhoudini_actor_2.HoudiniAssetComponent[TickComponent], Enabled, ActualStartTickGroup: TG_DuringPhysics, Prerequesities: 0

What's going on here? Is this expected behaviour?



xform handles only work sometimes Oct. 16, 2019, 11:55 p.m.

I'm not sure if there's a trick to making them work consistently but the xform handles I'm using to drive some internal transform sops aren't available most of the time in unreal. Sometimes, I select the HDA actor and the little grey/pink boxes are there. Sometimes (well, most of the time) they are not. Transform handles work perfectly in Houdini. And I'm unsure of the voodoo that makes them show up in Unreal. Is there a trick that I'm not aware of to toggle between object transform and xform handles?

Any tips?