To follow this up, I think my assumption that 1 tile == 1 proxy was the issue, Unreal determines how many proxies to create based on world partition grid size I think.
When I import the above terrain as a single "tile", unreal generates the full area as a set of streaming proxies.
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Houdini Engine for Unreal » Understanding World Partition streaming proxies
- sandmeister
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Houdini Engine for Unreal » Understanding World Partition streaming proxies
- sandmeister
- 6 posts
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I'm working on a landscape, and I'm trying to understand a few things, mainly the relationship between terrain tiles and streaming proxies.
I'm using tile split in combination with LabsWorldcompositionPrepare.
Ultimately I'm wanting a single landscape actor, cut into 16 streaming proxies, so:
on tileSplit I set tile count to 4 x 4, and set "extract single tile" to off.
Then on the worldCompPrepare node I tick on proxies and leave everything else as default.
lastly i set a custom name for the landscape actor by setting s@unreal_landscape_shared_actor_name
I write the generated geo to disk as a single bgeo, and then load the result in unreal via houding engine.
I get a single landscape actor, with the correct custom name, but it only ever has 4 streaming proxies, and only brings in 1 of the tiles.
Is my assumption that 1 tile is equal to 1 streaming proxy incorrect?
The landscape and proxies I actually get in unreal are equivalent to this single tile I see in Houdini (attached image #3), which again makes me think I'm not understanding the tile/proxy relationship because I dont understand why I would be getting 4 proxies for a single tile.
Any help would be great, cheers.
I'm using tile split in combination with LabsWorldcompositionPrepare.
Ultimately I'm wanting a single landscape actor, cut into 16 streaming proxies, so:
on tileSplit I set tile count to 4 x 4, and set "extract single tile" to off.
Then on the worldCompPrepare node I tick on proxies and leave everything else as default.
lastly i set a custom name for the landscape actor by setting s@unreal_landscape_shared_actor_name
I write the generated geo to disk as a single bgeo, and then load the result in unreal via houding engine.
I get a single landscape actor, with the correct custom name, but it only ever has 4 streaming proxies, and only brings in 1 of the tiles.
Is my assumption that 1 tile is equal to 1 streaming proxy incorrect?
The landscape and proxies I actually get in unreal are equivalent to this single tile I see in Houdini (attached image #3), which again makes me think I'm not understanding the tile/proxy relationship because I dont understand why I would be getting 4 proxies for a single tile.
Any help would be great, cheers.
Edited by sandmeister - Feb. 11, 2024 22:24:08
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- sandmeister
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Ah cool thanks Matt, I guess that makes sense. It's trivial to delete the created BPs after the fact of course.
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- sandmeister
- 6 posts
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Hello,
I'm testing out the latest houdini engine (H19) with UE5 Early access 2. I'm really just using it as a means of importing .bgeo files at the moment, just dragging and dropping bgeos from windows into the UE5 content browser. All is working as expected which is great, however, when i drag a simple bgeo mesh in, UE5 always seems to create a blueprint actor in the content browser as well as the static mesh - is there a way to disable the BP creation? I'm curious to know why that happens by default. Cheers!
I'm testing out the latest houdini engine (H19) with UE5 Early access 2. I'm really just using it as a means of importing .bgeo files at the moment, just dragging and dropping bgeos from windows into the UE5 content browser. All is working as expected which is great, however, when i drag a simple bgeo mesh in, UE5 always seems to create a blueprint actor in the content browser as well as the static mesh - is there a way to disable the BP creation? I'm curious to know why that happens by default. Cheers!
Houdini Engine for Unreal » UE4 landscape bakes / Bake folder attribute
- sandmeister
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Hi all,
I'm having troubles getting the s@unreal_bake_folder Detail attribute to work. I'm using Houdini Engine to import heightfields as landscape actors. I want the LayerInfo assets that UE4 creates to go into the defined folder.
for example I have tried the following paths:
s@unreal_bake_folder= “Content/MyGame/Assets/Terrain/LayerInfos” ;
or
s@unreal_bake_folder= “Game/MyGame/Assets/Terrain/LayerInfos” ;
or
s@unreal_bake_folder= “D:/MyUE4Project/Content/MyGame/Assets/Terrain/LayerInfos” ;
also tried backslashes instead of forward.
Although “Game” doesnt exist as a folder in my project I noticed that the HDA when added to my level in UE4 lists the default BakeFolder as /Game/HoudiniEngine/Temp . The Layerinfos do go into this temp folder when the HDA is “live” and not yet baked.
Can anyone tell me whats wrong with the s@unreal_bake_folder I'm defining? As a side note, “Bake to Actors” doesnt not see to do anything, I have to hit the Bake button for the landscape under the Houdini Generated Meshes tab. When baking though none of the contents of the /Game/HoudiniEngine/Temp are copied/moved anywhere.
this is UE 4.25, Houdini Engine version 18.0.499
Thanks!
I'm having troubles getting the s@unreal_bake_folder Detail attribute to work. I'm using Houdini Engine to import heightfields as landscape actors. I want the LayerInfo assets that UE4 creates to go into the defined folder.
for example I have tried the following paths:
s@unreal_bake_folder= “Content/MyGame/Assets/Terrain/LayerInfos” ;
or
s@unreal_bake_folder= “Game/MyGame/Assets/Terrain/LayerInfos” ;
or
s@unreal_bake_folder= “D:/MyUE4Project/Content/MyGame/Assets/Terrain/LayerInfos” ;
also tried backslashes instead of forward.
Although “Game” doesnt exist as a folder in my project I noticed that the HDA when added to my level in UE4 lists the default BakeFolder as /Game/HoudiniEngine/Temp . The Layerinfos do go into this temp folder when the HDA is “live” and not yet baked.
Can anyone tell me whats wrong with the s@unreal_bake_folder I'm defining? As a side note, “Bake to Actors” doesnt not see to do anything, I have to hit the Bake button for the landscape under the Houdini Generated Meshes tab. When baking though none of the contents of the /Game/HoudiniEngine/Temp are copied/moved anywhere.
this is UE 4.25, Houdini Engine version 18.0.499
Thanks!
Houdini Engine for Unity » Recommended workflow for Fracturing + custom collision geo
- sandmeister
- 6 posts
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Hi,
I've been working on a HDA that fractures meshes. The exposed controls mean that the number of fracture pieces can change, meaning you cant predefine all the required geo containers in the HDA that ultimately determine what unique game objects get created over in unity.
For now, I'm falling back to using the “split by group” option, but this is no longer recommended as far as I know? I can't figure out a workflow that allows for custom collision geo when using split by group.
So, alternatively i modified the static fracture export node to output fracture pieces under my HDA subnet, instead of at object level. That doesn't work on the unity side as I've been told Hengine cant handle dynamic creation of geo containers very well.
To boil it down - what is the recommended workflow for getting a unique gameobject per fracture piece, WITH custom collision geo through hengine/unity?
Cheers!
I've been working on a HDA that fractures meshes. The exposed controls mean that the number of fracture pieces can change, meaning you cant predefine all the required geo containers in the HDA that ultimately determine what unique game objects get created over in unity.
For now, I'm falling back to using the “split by group” option, but this is no longer recommended as far as I know? I can't figure out a workflow that allows for custom collision geo when using split by group.
So, alternatively i modified the static fracture export node to output fracture pieces under my HDA subnet, instead of at object level. That doesn't work on the unity side as I've been told Hengine cant handle dynamic creation of geo containers very well.
To boil it down - what is the recommended workflow for getting a unique gameobject per fracture piece, WITH custom collision geo through hengine/unity?
Cheers!
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