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Houdini Engine for Unreal - Version 2 Jan. 28, 2020, 9:46 p.m.

It's super important that we can duplicate HDA actors in Unreal, move an HDA actor from one level to another, etc. without crashing Unreal. This is probably the most painful aspect of the current workflow.

And, can we have the HoudiniAssetComponent exposed to python in unreal? Being able to query parameters and set them via the python interface would be really good.

We're having all kinds of problems with garbage collection as well. It doesn't appear that unreal is able to unregister the houdini component when levels stream out, which is spamming the hell out of our logs and contributing to hitches.

Really looking forward to V2.

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?