Damien Pernuit
dpernuit
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SideFX Staff
Since Sep 2016
Recent Forum Posts
Unreal 5.5 April 13, 2026, 1:36 p.m.
Hi,
We only support the latest two versions of Unreal - so at the moment, Houdini ships with binaries for 5.7/5.6.
You cannot use binaries built for either 5.6/5.7 with UE5.5 - the only way would be to build the plugin from source.
If you can't build from source - you should use an older version of Houdini that shipped with the UE5.5 plugin.
It seems that H21.0.512 was the last one that had UE5.5 binaries for windows.
We only support the latest two versions of Unreal - so at the moment, Houdini ships with binaries for 5.7/5.6.
You cannot use binaries built for either 5.6/5.7 with UE5.5 - the only way would be to build the plugin from source.
If you can't build from source - you should use an older version of Houdini that shipped with the UE5.5 plugin.
It seems that H21.0.512 was the last one that had UE5.5 binaries for windows.
Passing Houdini attributes to per instance custom data in UE April 13, 2026, 1:30 p.m.
Hi,
Yes, the plugin supports per-instance custom data, you'll first want to set their number via:
i@unreal_num_custom_floats = X;
then set the values with
f@unreal_per_instance_custom_data0 = YYY;
...
f@unreal_per_instance_custom_dataX = ZZZ;
See the docs [www.sidefx.com].
Yes, the plugin supports per-instance custom data, you'll first want to set their number via:
i@unreal_num_custom_floats = X;
then set the values with
f@unreal_per_instance_custom_data0 = YYY;
...
f@unreal_per_instance_custom_dataX = ZZZ;
See the docs [www.sidefx.com].
Premade fracture and clustering in Houdini to Unreal March 13, 2026, 2:21 p.m.
Hi,
All those unreal_gc_* attributes are meant to be used with Houdini Engine.
The Houdini Engine plugin will be able to understand and use them.
If you export the data to FBX - those attributes will be ignored - as they are not FBX attributes - nor does the FBX importer knows how to understand/read them.
I'd recommend using Houdini Engine for this - we already have examples for Chaos/GC in the plugin's Content Examples:
https://github.com/sideeffects/HoudiniEngineForUnreal-ContentExamples [github.com]
All those unreal_gc_* attributes are meant to be used with Houdini Engine.
The Houdini Engine plugin will be able to understand and use them.
If you export the data to FBX - those attributes will be ignored - as they are not FBX attributes - nor does the FBX importer knows how to understand/read them.
I'd recommend using Houdini Engine for this - we already have examples for Chaos/GC in the plugin's Content Examples:
https://github.com/sideeffects/HoudiniEngineForUnreal-ContentExamples [github.com]