On this page |
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Certain special groups and attributes are used when marshalling data between Houdini and Unreal.
See the referenced topics for more details.
Note
Although attributes may indicates a preferred type, the plugin will try to automatically convert an attribute that has an unexpected type. For example, if you expected an int
attribute but found a float
attribute. The plugin logs a warning when an attribute’s value is converted to its expected type.
Note
When using packed primitives, either for instancing or creating multiple mesh outputs, the attribute’s location is important. Attributes created before packing will be applied to the generated mesh, whereas attributes created after packing will be applied to the generated component/actor.
Houdini to Unreal ¶
This table lists special attributes to set in an HDA and the plugin recognizes when you translate the Houdini data to Unreal outputs. You can setup these attributes on your assets to control and override some properties and behaviours of the generated Unreal outputs.
Bake Outputs ¶
Attribute Name |
Owner |
Type |
Description |
---|---|---|---|
|
any |
string |
Prefix used to specify tags on the output object. This will apply the tags on the actor and all components related to this output object |
|
any |
string |
Prefix used to specify Actor tags on the output object |
|
any |
string |
Prefix used to specify Component tags for all components on the output object |
|
any |
string |
Prefix used to specify Component tags on only on the main component of the output object. If the output object is an actor, these tags will only be applied on the root component |
|
prim |
int |
Curves that have this attribute set to 1 will output as SplineComponents |
|
prim |
int |
Indicates whether or not an output curve should be linear |
|
prim |
int |
Indicates whether or not an output curve should be closed |
|
any |
string |
Determines the level to which outputs are baked when baking to actors / foliage. Meshes, instancers, foliage and landscapes are baked to the specified level. This can be especially useful for world composition, baking landscape tiles and their associated instancers or foliage to a separate level per tile. This attribute is also available on inputs (where it is set to the path of the level where the input originated). The default value is |
|
prim, detail |
string |
Unreal path of a Folder used to override the default Bake folder for this asset. Default value: |
|
any |
string |
(deprecated) use |
|
any |
string |
Unreal path to an Actor that will be created/used when baking the given output |
|
any |
string |
Unreal path, or classname, of the Actor class to use when spawning the bake actor. If missing/blank then Actor is used |
|
any |
string |
Unreal path to a world outliner folder that will be created/used when baking the given output |
Generic UProperty ¶
Attribute Name |
Owner |
Type |
Description |
---|---|---|---|
|
any |
int, float, string |
Attribute prefix used to modify UProperties of the generated output objects/actors/components |
Geometry Collections ¶
Setting up these attributes on your asset allows you to control and override some properties and behaviours of the generated Unreal outputs.
Attribute Name |
Owner |
Type |
Description |
---|---|---|---|
|
prim |
int |
Specifies the primitive as a GeometryCollection piece. The value represents the clustering level, or 0 to disable this behaviour |
|
prim |
int |
Specifies the primitive clustering index, to group multiple pieces of the same level to different groups |
|
detail |
float |
Specifies the clustering damage threshold |
|
detail |
int |
Specifies the collisions collision type. 0 = Implicit-Implicit, 1 = Particle-Implicit |
|
detail |
int |
Specifies the collisions implicit type. 0 = Box, 1 = Sphere, 2 = Capsule, 3 = Level Set, 4 = None, 5 = Convex |
|
detail |
int |
Specifies the collisions min level set resolution |
|
detail |
int |
Specifies the collisions max level set resolution |
|
detail |
int |
Specifies the collisions min cluster level set resolution |
|
detail |
int |
Specifies the collisions max cluster level set resolution |
|
detail |
int |
Specifies the collisions min level set resolution |
|
detail |
float |
Specifies the collisions collision object reduction percentage |
|
detail |
int |
Sets the collisions mass as density. 0 = unset, 1 = set |
|
detail |
float |
Specifies the collisions mass |
|
detail |
float |
Specifies the collisions minimum mass clamp |
|
detail |
float |
Specifies the collisions collision particles fraction |
|
detail |
int |
Specifies the collisions maximum collision particles |
|
prim, detail |
string |
Specifies the name of the GeometryCollection. Used to differentiate multiple GC outputs |
Geometry Collections - Unreal Engine 5 ¶
These attributes are specific to Unreal Engine 5. UE5 Allows you to specify multiple “Size Specific Data”. In addition, each element of “Size Specific Data” allows you to specify an array of collision shapes.
Attribute Name |
Owner |
Type |
Description |
---|---|---|---|
|
detail |
int |
Specifies the clustering connection type. 0 = Point implicit, 1 = MinimalSpanningSubsetDelaunayTriangulation, 3 = PointImplicitAugmentedMinimalDelaunay |
|
detail |
The max size of the Size Specific Data. Required to specify multiple Size specific data |
|
|
detail |
The collision damage threshold for each Size Specific Data |
|
|
detail |
Specifies the clustering damage threshold. The |
|
|
detail |
Specifies the collisions implicit type. 0 = None, 1 = Box, 2 = Sphere, 3 = Capsule, 4 = Level Set. The |
|
|
detail |
Specifies the collisions min level set resolution. The |
|
|
detail |
Specifies the collisions max level set resolution. The |
|
|
detail |
Specifies the collisions min cluster level set resolution. The |
|
|
detail |
Specifies the collisions max cluster level set resolution. The |
|
|
detail |
Specifies the collisions collision object reduction percentage. The |
|
|
detail |
Specifies the collisions collision particles fraction. The |
|
|
detail |
Specifies the collisions maximum collision particles. The |
|
|
detail |
Specifies the collisions margin fraction. The |
The X
in the attributes that contain _X
represents the index of the size specific data. Additionally, some of the collision attributes can either be a value or an array of values. An element at index i represents the value for the collision object at index i
.
A value is identical to a value array of size one with only that value in it for backwards compatibility.
If you do not add the _X
suffix, then it will be equivalent to index 0.
If you want to have more than one size specific data, then it must be specified using the unreal_gc_collisions_max_size
attribute. For instance, the sequence of attributes unreal_gc_collisions_max_size = {1234, 12345}
and unreal_gc_collisions_collision_type_1 = {0, 1}
means that you have a GeometryCollection with two size specific datas, and the second size specific data has two collision shapes: One with a collision type of Implicit-Implicit, and the other with a collision type of Particle-Implicit.
Instancers ¶
Attribute Name |
Owner |
Type |
Description |
---|---|---|---|
|
point, detail |
string |
Unreal path to an Asset that shall be instanced at the given transform. In version2, this attribute can also be a Class Name ( |
|
detail, prim, point |
int, float |
When used on instances (and set to 1), the plugin will add the instances to the current level’s foliage system instead of creating new actors/components |
|
point |
int |
Determines whether foliage should to attach to other objects in the level - 1 for yes, 0 for no, a value of 2 attaches to landscapes only. |
|
point |
float |
Distance to search vertically when using |
|
any |
string |
Indicates the name of another attribute to be used to split the instancers into multiple components depending on that second attributes values |
|
detail, prim |
any |
(deprecated) use unreal_split_attr instead - Indicates that the generated instances should be split into |
|
prim |
float(4) |
(deprecated) Used with unreal_split_instances to specify a per-instance color to override the generated StaticMeshComponents vertex colors |
|
any |
int |
When set to 1, forces the creation of HierarchicalInstancedStaticMeshComponent instead of |
|
any |
int |
When set to 1, forces the creation of an instancer component ( |
|
any |
int |
Indicates the number of custom floats to be used for an instancer’s Per Instance Custom Data |
|
any |
float |
Per-Instance Custom float data, where X is the zero-based index of the custom data |
Landscapes ¶
Attribute Name |
Owner |
Type |
Description |
---|---|---|---|
|
prim, detail |
string |
Unreal path of a Material asset used for Landscape holes |
|
any |
string |
Name for the main/shared landscape actor when using landscape streaming proxies. The name for landscape tile actors will be read from |
|
any |
float |
Specify the minimum values to be used for when converting heightfield layers/height values to landscapes. This is especially useful to ensure all tiles are converted in the same manner |
|
any |
float |
Specify the maximum values to be used for when converting heightfield layers/height values to landscapes. This is especially useful to ensure all tiles are converted in the same manner |
|
any |
int |
Allows the layer’s data to be written to a locked Landscape Edit Layer |
|
any |
int |
Locks the Edit Layer after writing |
|
any |
int |
Specifies section size for landscapes. unreal_landscape_sections_per_component must also be set |
|
any |
int |
Specifies sections per component for landscapes. unreal_landscape_section_size must also be set |
|
prim, detail |
int |
If set to 1, indicates that a heightfield mask’s value should be considered in |
|
prim, detail |
string |
Names of heightfields masks, separated by spaces, that should be created a non-weight blended landscape layers |
|
prim |
string |
Unreal path of an existing LandscapeLayerInfo object to be used when converting a given heightfield mask to a landscape layer |
|
prim, detail |
int |
Set the |
|
any |
int |
Set landscape output mode to Generate Landscape |
|
any |
string |
Name of target edit layer |
|
any |
string |
(deprecated) use |
|
any |
string |
Type of layer being output. |
|
any |
int |
Whether to clear the whole editor layer before drawing the output heightfield (Default: |
|
any |
string |
After which layer on the target landscape this output layer should be placed |
|
prim, detail |
int |
This attribute can be set on heightfield masks to set the Subtractive Blend property to unchecked |
|
prim |
int |
This attribute controls the world partition grid size when creating landscapes. Only apply in levels that have world partition enabled |
|
prim |
int2 |
Used to indicate the total landscape size when importing a single tile |
Landscape Splines general ¶
The table lists the general attributes that affect landscape splines output.
Attribute Name |
Attribute Owner |
Description |
---|---|---|
|
point, vertex, prim, detail |
Set to |
|
prim |
The landscape to create the landscape splines on. This can be set to |
Landscape Splines edit layer ¶
Attribute Name |
Attribute Owner |
Description |
---|---|---|
|
point, vertex, prim |
The name of the edit layer to create and apply the splines to |
|
point, vertex, prim |
Whether the edit layer should be cleared the first time it is altered during landscape spline translation |
|
vertex, prim |
The edit layer specified in |
Landscape Splines control point ¶
The table lists the attributes that are supported for the control points of the landscape splines. Many attributes can be applied to either the curve’s points or vertices, but not both at the same time.
Attribute Name |
Attribute Owner |
Description |
---|---|---|
|
point, vertex |
The rotation of the control point |
|
point, vertex |
The id of the control point. Valid ids are greater than or equal to 0. Values that are less than |
|
point, vertex |
The Raise Terrain property on the control point |
|
point, vertex |
Control point static mesh |
|
point, vertex |
Control point mesh material overrides |
|
point, vertex |
Control point mesh scale |
|
point, vertex |
The Paint Layer Name property on the control point |
|
point, vertex |
The Raise Terrain property on the control point |
|
point, vertex |
The End Falloff property of the control point |
|
point, vertex |
The Half-Width property of the control point |
|
point, vertex |
The Side Falloff property of the control point |
Landscape Splines segment ¶
The table lists the attributes that are supported for the segments and segment connections of the landscape splines. These attributes can be applied to each point or vertex and affect the segment starting at that point or vertex. If the attribute does not exist on the points or vertices of the curve then the primitive is checked, and any attribute found is applied to all segments in the spline.
Attribute Name |
Attribute Owner |
Description |
---|---|---|
|
point, vertex, prim |
The name of the edit layer to create and apply the splines to |
|
point, vertex, prim |
Whether the edit layer should be cleared the first time it is altered during landscape spline translation |
|
point, vertex, prim |
The edit layer specified in |
|
point, vertex, prim |
Segment connection |
|
point, vertex, prim |
Segment connection |
|
point, vertex, prim |
The Raise Terrain property on the segment (whether or not the landscape can be raised when the spline is applied) |
|
point, vertex, prim |
Segment meshes. X is omitted for the first mesh, then 1, 2, 3… |
|
point, vertex, prim |
Segment mesh material overrides |
|
point, vertex, prim |
Segment mesh scales |
|
point, vertex, prim |
The Paint Layer Name property on the segment (the layer that is painted when the spline is applied to the landscape) |
|
point, vertex, prim |
The Raise Terrain property on the segment (whether or not the landscape can be raised when the spline is applied) |
Level of Details ¶
You can change the LOD settings on the Generic UProperty Attributes.
Attribute Name |
Owner |
Description |
---|---|---|
|
Detail |
Sets the LOD used for collision |
|
Detail |
Sets the minimum LOD |
|
String |
Sets the LOD Group |
|
Detail |
Sets the screensize values where lodx is the name of the LOD Note Manual change of the screensize values turns off |
|
Primitive |
Sets the screensize values of the LOD Note Manual change of the screensize values turns off |
Meshes generated by Houdini Engine that have LOD groups will automatically create Hierarchical Instanced Static Mesh Components when instanced, either on Packed Primitives or Object Instancers.
Note
Make sure the geometry inside of each LOD group is not packed. The plugin will create a separate instancer instead of a LOD level for packed geometry.
Materials ¶
Attribute Name |
Owner |
Type |
Description |
---|---|---|---|
|
any |
string |
Unreal path of a Material asset to apply to an output. You can specify the material slot by prefixing the path with the slot number in square brackets. |
|
prim, detail |
string |
Unreal path of a PhysicalMaterial asset to be used as a Physcial Material on the output |
|
prim, detail |
string |
Unreal path of a PhysicalMaterial asset to be used for Simple Unreal Collisions |
|
prim |
int |
Mesh smoothing mask data |
Material Instances ¶
Attribute Name |
Owner |
Type |
Description |
---|---|---|---|
|
prim, detail |
string |
Unreal path of a Material asset to create an instance of |
|
prim, detail |
string |
Unreal path of a Material asset to create an instance of, to be used for Landscape holes |
|
detail |
any |
Attribute prefix used to modify generated material instances' parameters |
Meshes ¶
Attribute Name |
Owner |
Type |
Description |
|
---|---|---|---|---|
|
any |
int |
Lightmap resolution for the mesh component |
|
|
any |
string |
Name to be used for the output. Default value for single landscape actor: |
|
|
any |
int |
Meshes |
If not |
|
any |
string |
(deprecated) use |
|
|
any |
int |
Enables Nanite on the generated meshes (UE5) |
|
|
any |
int |
The position precision attribute to be used for Nanite Meshes (UE5) |
|
|
any |
int |
The percent of triangles to keep for Nanite Meshes, zero by default (no triangles) (UE5) |
Meshes Nanite ¶
(UE5 only) The plugin can control the Nanite settings on the meshes found in the outputs of your HDA by using the following attributes:
Attribute Name |
Owner |
Type |
Description |
---|---|---|---|
|
any |
int |
Turns on Nanite on the generated meshes. |
|
any |
int |
The position precision attribute for Nanite Meshes. |
|
any |
int |
The percent of triangles to keep for Nanite Meshes, zero by default (no triangles). |
|
any |
float |
Fallback relative error - sets the maximum amount of relative error allowed when removing details from the source mesh. This relative error value doesn’t have a unit size and is relative to the size of the mesh. |
|
any |
float |
Trim relative error - All detail in the source mesh with less visual impact than this relative error amount is removed. This relative error value doesn’t have a unit size and is relative to the size of the mesh. |
Having any of those three attributes automatically enables Nanite on the generated Static Meshes. This only applies to refined meshes, as Houdini Proxy Meshes do not support Nanite.
Mesh Sockets ¶
Attribute Name |
Owner |
Type |
Description |
---|---|---|---|
|
point |
string |
Name of a mesh Socket generated by Point Groups |
|
point |
string |
Tag of a mesh Socket generated by Point Groups |
|
point |
string |
Name of an Actor to be automatically attached to a socket generated by Point Groups. In V2, this can also be a path to an asset that will be instantiateed as an Actor and attached to the socket |
|
detail |
float3 |
Vector3 representing a Mesh Socket’s location |
|
detail |
float4 |
Quaternion used for a Mesh Socket’s rotation |
|
detail |
float3 |
Vector3 representing a Mesh Socket’s Scale |
|
detail |
string |
Name of a generated Mesh Socket |
|
detail |
string |
Tag of a generated Mesh Socket |
|
detail |
string |
Name of an Actor to be automatically attached to |
Unreal to Houdini ¶
These attributes are available in Houdini when using Input Types to marshall data from Unreal to Houdini.
These Standhard Houdini Attributes are generally available: position p
, vertex colorsCd
, Alpha
, normals N*
and UV setsuv
, *uvX
.
You can see these attributes and their values by Debugging the internal Houdini Scene (File ▸ Open Scene In Houdini) after initializing your asset’s Inputs.
This table lists special attributes which are created by the plug-in when importing data from Unreal to Houdini.
Geometry Collections ¶
All output attributes in the above table are imported into Houdini in addition to the attributes below:
Attribute Name |
Owner |
Type |
Description |
---|---|---|---|
|
detail |
string |
The path name of the geometry collection |
|
detail |
string |
Path to the actor that contained the input data/should be generated. Only available if Actor is specified as input |
|
detail |
string |
Path to the level in which an actor should be generated or which contained the input data. Only available if Actor is specified as input |
Inputs ¶
Attribute Name |
Owner |
Type |
Description |
---|---|---|---|
|
prim |
string |
Path to the input object |
|
prim |
string |
Path to the level that contained the input data |
|
prim |
string |
Path to the selected input actor |
|
prim |
string |
Unreal path of the mesh uasset plugged in the input |
|
prim |
string |
Source path of the uasset plugged into the input (file path to the source .fbx for example) |
|
prim |
string |
Path to a material asset used on the input |
|
prim |
string |
Path to a material asset used as hole material on the input landscape |
|
prim |
string |
Prefix used when importing all the Scalar/Vector/Texture parameters of a material as attributes. The parameter’s name then follow this prefix |
|
detail |
Float |
Screensize value for LOD number X of the input mesh |
|
prim |
string |
Prefix used to import the input object/actors tags as attributes |
|
point |
string |
Prefix used when importing table via a Geometry input, each attribute will be named: |
|
point |
string |
Attributes storing the type of data table ( |
|
point |
string |
Name of the level being instanced in a level instance actor. |
Materials ¶
Attribute Name |
Owner |
Type |
Description |
---|---|---|---|
|
prim |
string |
Unreal path of a PhysicalMaterial asset taken from simple collisions |
Mesh Sockets ¶
Attribute Name |
Owner |
Type |
Description |
---|---|---|---|
|
point |
string |
Name of a mesh Socket imported from the input object |
|
point |
int |
Tag of a mesh Socket imported from the input object |
|
float3 |
int |
Vector3 representing the location of the socket imported from the input object |
|
float4 |
string |
Quaternion representing the rotation of the socket imported from the input object |
|
float3 |
int |
Vector3 representing the scale of the socket imported from the input object |
|
detail |
string |
Name of the imported Mesh Socket |
|
detail |
string |
Tags of the imported Mesh Socket |
Landscapes ¶
Attribute Name |
Owner |
Type |
Description |
---|---|---|---|
|
point |
int2 |
Component vertex indices (indices of vertices within the grid - x,y) |
|
prim |
int |
Set if the input landscape actor is a streaming proxy |
Groups ¶
Some special group names have naming schemes which specify generation behavior when marshalling data from Houdini to Unreal. See the referenced topics for details on how each works.
Collisions ¶
Complex collision ¶
Group name |
Description |
---|---|
|
Creates a complex collision (invisible) |
|
Creates a complex collision (visible) |
Warning
DO NOT use the rendered_collision_geo
attribute for your custom collision. This results in Unreal generating a collision based on your original asset and not your custom collision.
Convex collision ¶
Group name |
Description |
---|---|
|
Creates a convex hull collision (invisble) |
|
Creates a convex hull collision (visible) |
Simple collision ¶
Group name |
Description |
---|---|
|
Creates a default simple collision (invisible) |
|
Creates a default simple collision (visible) |
|
Creates a simple box collision (invisible) |
|
Creates a simple box collision (visible) |
|
Creates a simple sphere collision (invisible) |
|
Creates a simple sphere collision (visible) |
|
Creates a simple capsule collision (invisible) |
|
Creates a simple capsule collision (visible) |
|
Creates a simple 10DOP-X collision (invisible) |
|
Creates a simple 10DOP-X collision (visible) |
|
Creates a simple 10DOP-Y collision (invisible) |
|
Creates a simple 10DOP-Y collision (visible) |
|
Creates a simple 10DOP-Z collision (invisible) |
|
Creates a simple 10DOP-Z collision (visible) |
|
Creates a simple 18DOP collision (invisible) |
|
Creates a simple 18DOP collision (visible) |
|
Creates a simple 26DOP collision (invisible) |
|
Creates a simple 26DOP collision (visible) |
Level of details ¶
Group Name |
Description |
---|---|
|
Prefix used for defining a Mesh’s LOD level |
Mesh Sockets ¶
Group Name |
Description |
---|---|
|
Prefix used for adding sockets |
Standard Houdini Attributes ¶
Certain standard Houdini attributes are used when marshaling data between Houdini and Unreal.
Attribute Name |
Description |
---|---|
|
For object-level instancing, See Instancers |
|
position |
|
rotation |
|
scale |
|
uniform scale |
|
color |
|
opacity |
|
normal |
|
uv |
|
additionnal uv channels X from (2..8) |
Note
Since Houdini 16.5, uv SOP nodes allow you to change the attribute name used for storing the uvs. These attributes are supported by the plug-in, and will be converted to uvs as long as the total number of uv attributes doesn’t exceed the MAX_STATIC_TEXCOORDS value in Unreal (8 by default).
The transform of the Houdini Asset in Unreal is available on the asset’s parent object transform in Houdini. For example, you could obtain the X Position by using the following python expression in your HDA: hou.parent().worldTransform().extractTranslates('trs').x()
Parameter Tags ¶
Generic UProperty Attributes ¶
The aim of this system is to allow you to modify any available property in the objects and meshes generated by the plug-in by using generic attributes. Since you can’t set all the properties in the components generated by the plugin, this system allows you to preset these properties using attributes.
To set these properties:
-
Add an attribute to your HDA that starts with
unreal_uproperty_
-
Append the name of the uproperty you want to modify.
-
Houdini Engine then tries to find the uproperty that corresponds to the attribute in the generated mesh components and set its property’s value to your settings.
For example, if you want the static mesh component generated by your asset to have the Simulate Physics property activated, add a detail attribute called unreal_uproperty_SimulatePhysics
, and set its value to 1.
The static mesh generated by your asset now has the Simulate Physics property enabled.
The uproperty attributes can be floats, integers, or strings. The plug-in will always try to convert the attribute’s value to the uproperty’s type.
For example, the boolean uproperty UseEmissiveForStaticLighting
can be set to true by using an int attribute set to 1, a float attribute set to 1.0 or a string attribute set to true if the attribute is named unreal_uproperty_UseEmissiveForStaticLighting
.
Vector Uproperties, like Center Of Mass Offset
, can be set using an attribute of size 3.
Correspondance between Uproperties and the attributes are done using either the uproperty’s name (the name of the uproperty in the source code) or it’s display name without space (the name used in the details panel).
The Center of Mass Offset property can for example, be modified either by using an attribute called unreal_uproperty_centerofmassoffset
(using the display name) or unreal_uproperty_comnudge
(using the uproperty name).
Generic Property attributes can also be used to modify properties of the Houdini Asset Component itself. This allows you to preset some of the Houdini Asset Component’s default properties, like the Cook Triggers, Auto-Bake, Use Output Nodes etc… In order to be applied to Houdini Asset Component itself, these attributes must be set on the details.
ie: i@unreal_uproperty_bUseOutputNodes = 1;
If you want to get a list of property attributes for a given object type/class, you can use the Houdini.DumpGenericAttribute Log Command. This will list all of the generic property attribute that the plugin sees for the given type, listing its attribute name, unreal name and display name, as well as its Unreal and Houdini types.
To use it, simply open the “Output Log” panel, and in the “Cmd” box, type “Houdini.DumpGenericAttribute XXXX”, replacing XXX with the Class you want the list for.
ie: Houdini.DumpGenericAttribute StaticMesh
String Tokens ¶
Not all attribute values can be determined ahead of time and may need more contextual information (post-cook) to fully resolve the output values. For example, the default output name or path for a Static Mesh asset depends on whether the HDA is currently running in Temp mode or in Bake mode.
Token |
Description |
---|---|
|
Path to the Map that contains the current persistent world |
|
Path to the Map that contains the level in which the current HDA has been placed |
|
The type name of the current HDA |
|
The name of the current HDA actor |
|
Name of the package we want to create. If null, we’ll generate one from: |
|
For temporary PDG outputs: the TOP network name |
|
For temporary PDG outputs: the TOP node name |
|
For temporary PDG outputs: the TOP node name |
|
A GUID that identifies the owning Houdini Asset Component |
|
Contextual output folder, depending on whether the HDA is operating in Temp mode or Bake mode. If the HDA is in Temp mode, this value will match the value of the temp token. If the HDA is operating in Bake mode, this value will match the value of the bake token |
|
Base folder that will be used when creating assets in Temp mode |
|
Base folder that will be used when creating assets in Bake mode |
Examples ¶
Bake to the HDA level ¶
-
To bake actors to the same level that contains the HDA, as opposed to the persistent level, set
unreal_level_path
attribute to “{hda_level}”.
Bake to a target level ¶
-
To bake actors to a level (named MySubLevel) that is relative to the current persistent level, set
unreal_level_path
attribute to{world}/MySubLevel
. -
To bake actors to a specific level (using an absolute path), set
unreal_level_path
attribute to the package path /Game/Maps/MyTargetLevel.