rudeypunk

rudeypunk

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VAT3 Documentation? Oct. 14, 2021, 4:28 p.m.

@Art3mis, you can find the information in your <Houdini Installation Folder>/sidefx_packages/SideFXLabs<version>/unrealor(unity)/<Engine Version>

Or

When your drop down a VAT Rop, there is a "Real-Time Shaders" tab on the far right. Select the engine, press the button and you will be redirected to the same folder as mentioned above.

Houdini Engine 2 - UE4 Rebuild Failures Oct. 8, 2021, 1:33 p.m.

I am reposting this message to the realtime category:

I am wondering if anyone else is having this problem?

I am using Houdini 18.5.696 with UE4.26.2.

Ocassionaly, but not allways, Houdini Engine fails to "Rebuild" the asset after I saved it from Houdini.

When it fails I get an error that looks something like this in UE4:
LogHoudiniEngine: HAPI Asynchronous Destruction Started for . AssetId = 0
LogHoudiniEngine: HAPI Asynchronous Instantiation Started for collision_prep_2: Asset=Sop/collision_prep, HoudiniAsset = 0x3ea9b9a0
LogHoudiniEngine: collision_prep_2 FinishedInstantiation.
LogHoudiniEngine: HAPI Asynchronous Cooking Started for collision_prep_2., AssetId = 0
LogHoudiniEngine: collision_prep_2 FinishedCooking with fatal errors - aborting.
LogHoudiniEngine: HAPI Asynchronous Destruction Started for . AssetId = 3
LogHoudiniEngine: HAPI Asynchronous Instantiation Started for collision_prep_2: Asset=Sop/collision_prep, HoudiniAsset = 0x3ea9b9a0
LogHoudiniEngine: collision_prep_2 FinishedInstantiation.
LogHoudiniEngine: HAPI Asynchronous Cooking Started for collision_prep_2., AssetId = 3
LogHoudiniEngine: collision_prep_2 FinishedCooking with fatal errors - aborting.

However, when it successfully rebuilds I get an outout that reads:
LogHoudiniEngine: HAPI Asynchronous Destruction Started for . AssetId = 11
LogHoudiniEngine: HAPI Asynchronous Instantiation Started for collision_prep_2: Asset=Sop/collision_prep, HoudiniAsset = 0x3ea9b9a0
LogHoudiniEngine: collision_prep_2 FinishedInstantiation.
LogHoudiniEngine: HAPI Asynchronous Cooking Started for collision_prep_2., AssetId = 11
LogHoudiniEngine: collision_prep_2 FinishedCooking.
LogStaticMesh: Building static mesh collision_prep_3_0_0_collision_geo...
LogStaticMesh: Built static mesh /Game/HoudiniEngine/Temp/collision_prep/421BA728/collision_prep_3_0_0_collision_geo.collision_prep_3_0_0_collision_geo
LogStaticMesh: Building static mesh collision_prep_3_0_0_main_geo...
LogStaticMesh: Built static mesh /Game/HoudiniEngine/Temp/collision_prep/421BA728/collision_prep_3_0_0_main_geo.collision_prep_3_0_0_main_geo
LogHoudiniEngine: CreateStaticMesh_RawMesh() executed in 0.030706 seconds.

Mind you nothing changed between the success and the failure. Sometimes the rebuild succeeds after hitting rebuild a few times, sometimes not. The asset always rebuilds after failure after exiting and going back into the same UE4 session.

I first notices this problem with UE5. However, since the software is not yet released I chalked it up to pre-release bugs. But when I started getting the same behavior in 4.26.2, I started to suspect 18.5.696.

Any insight to the source of this behavior would be very helpful!

Houdini to UE4 HDA error Oct. 6, 2021, 11:30 a.m.

I am wondering if anyone else is having this problem?

I am using Houdini 18.5.696 with UE4.26.2.

Ocassionaly, but not allways, Houdini Engine fails to "Rebuild" the asset after I saved it from Houdini.

When it fails I get an error that looks something like this in UE4:
LogHoudiniEngine: HAPI Asynchronous Destruction Started for . AssetId = 0
LogHoudiniEngine: HAPI Asynchronous Instantiation Started for collision_prep_2: Asset=Sop/collision_prep, HoudiniAsset = 0x3ea9b9a0
LogHoudiniEngine: collision_prep_2 FinishedInstantiation.
LogHoudiniEngine: HAPI Asynchronous Cooking Started for collision_prep_2., AssetId = 0
LogHoudiniEngine: collision_prep_2 FinishedCooking with fatal errors - aborting.
LogHoudiniEngine: HAPI Asynchronous Destruction Started for . AssetId = 3
LogHoudiniEngine: HAPI Asynchronous Instantiation Started for collision_prep_2: Asset=Sop/collision_prep, HoudiniAsset = 0x3ea9b9a0
LogHoudiniEngine: collision_prep_2 FinishedInstantiation.
LogHoudiniEngine: HAPI Asynchronous Cooking Started for collision_prep_2., AssetId = 3
LogHoudiniEngine: collision_prep_2 FinishedCooking with fatal errors - aborting.

However, when it successfully rebuilds I get an outout that reads:
LogHoudiniEngine: HAPI Asynchronous Destruction Started for . AssetId = 11
LogHoudiniEngine: HAPI Asynchronous Instantiation Started for collision_prep_2: Asset=Sop/collision_prep, HoudiniAsset = 0x3ea9b9a0
LogHoudiniEngine: collision_prep_2 FinishedInstantiation.
LogHoudiniEngine: HAPI Asynchronous Cooking Started for collision_prep_2., AssetId = 11
LogHoudiniEngine: collision_prep_2 FinishedCooking.
LogStaticMesh: Building static mesh collision_prep_3_0_0_collision_geo...
LogStaticMesh: Built static mesh /Game/HoudiniEngine/Temp/collision_prep/421BA728/collision_prep_3_0_0_collision_geo.collision_prep_3_0_0_collision_geo
LogStaticMesh: Building static mesh collision_prep_3_0_0_main_geo...
LogStaticMesh: Built static mesh /Game/HoudiniEngine/Temp/collision_prep/421BA728/collision_prep_3_0_0_main_geo.collision_prep_3_0_0_main_geo
LogHoudiniEngine: CreateStaticMesh_RawMesh() executed in 0.030706 seconds.

Mind you nothing changed between the success and the failure. Sometimes the rebuild succeeds after hitting rebuild a few times, sometimes not. The asset always rebuilds after failure after exiting and going back into the same UE4 session.

I first notices this problem with UE5. However, since the software is not yet released I chalked it up to pre-release bugs. But when I started getting the same behavior in 4.26.2, I started to suspect 18.5.696.

Any insight to the source of this behavior would be very helpful!