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Learn how to build the complete scaffold tool used in Project Titan EVO and prepare it for use directly inside Unreal Engine. You’ll create a Houdini Digital Asset driven by an Unreal datatable, divide blockout geometry into cells, convert those cells into instances, and support multiple inputs and randomized asset variations.

You’ll also explore how quaternions, transformation matrices, and VEX can be used to create a tool that is both flexible and performant. Throughout the series, you’ll compare different implementation approaches, test the HDA in Unreal Engine, and refine the setup into a practical production ready workflow.

CLICK HERE to learn more about Project Titan EVO

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