Damien Pernuit


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Recent Forum Posts

UE4 World Composition w/ Houdini July 7, 2020, 4:25 p.m.


Version 2 of the plugin supports baking landscapes/HF Tiles to World composition.
When baking to WC, the appropriate sub levels/streaming proxies are generated (or updated if already present).

Object Merging multiple Assets in UE4 but only one per Point July 7, 2020, 4:23 p.m.


When using multiple objects in a geometry inputs, the meshes are merged together in the input object.
You could separate them afterwards using the unreal_input_mesh_name attribute.

You also have the option to pack each input object before merging, which will create a packed primitive for each input object.

However, I would actually recommend using the unreal_instance attribute over geometry inputs for this.
When instancing, this would let you use the original mesh in unreal, whereas geometry inputs actually send the data to houdini for processing, which will likely result in the source mesh being duplicated.

Alternatively, you could try instancing one simple object in Houdini, and use the HDA's instanced inputs to replace the instanced objects by multiple variations.

ie: instantiate a single wall panel in Houdini (could be a simple box)
after cooking, you can then replace the mesh that is instanced by another one, or add new variations to be used.

UE4 landscape bakes / Bake folder attribute July 7, 2020, 4:11 p.m.


Baking Landscapes is not really supported in version 1 of the plugin, baking only severs the link between the landscape actor and the Houdini Asset Actor/Component. The landscape layer infos still remain in the temp directory.
The bake folder attribute is only supported by Static Meshes.

This will however be properly supported by version 2 of the plugin.
The bake folder attribute will let you choose where the generate layer info objects will be baked
(as well as where the sublevel generated for World Composition, if it is enabled)