Do you think it will ever be possible to somehow implement HDAs as first class objects? And what I mean by that is that the HDAs could be used directly without having to explicitly bake down to a static mesh asset. I feel like some of the power of Houdini is lost with having to bake the objects out. It would be really powerful to have the magic of Houdini available in a proper real-time workflow!
What would be awesome is if the Houdini node library (or at least a sizable portion of it) could somehow be available as nodes in the Blueprint editor. So when you import the .HDA file, you also get a Blueprint version of the node graph. I don't think this is beyond the realm of possibility given that Blueprint nodes can be implemented with C++ code.
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Houdini Engine for Unreal » Houdini Assets as First Class Objects in UE4 Editor?
- Mike K
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Houdini Engine for Unreal » [Resolved] Assigning materials
- Mike K
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Ok, the way to do it is to right click the Material in the UE4 editor content browser, and select “Copy Reference”.
Then paste this as the Value of the “unreal_face_material” attribute. It's a long string that should look something like “Material'/Game/FirstPersonBP/Oxidized_Aluminium_MAT.Oxidized_Aluminium_MAT'”
Then paste this as the Value of the “unreal_face_material” attribute. It's a long string that should look something like “Material'/Game/FirstPersonBP/Oxidized_Aluminium_MAT.Oxidized_Aluminium_MAT'”
Houdini Engine for Unreal » [Resolved] Assigning materials
- Mike K
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What's the process for assigning a UE4 material to an HDA? I've tried creating a primitive attribute called “unreal_face_material” and have it assigned to the names of my UE4 materials as shown in the editor. I do get the multiple material groups on my static mesh, but they are always set to the default material.
Houdini Engine for Unreal » Building From Source
- Mike K
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Houdini Engine for Unreal » Building From Source
- Mike K
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ttvdsfx
After regenerating the project I am unable to bypass the RC issue as well, even after adding / removing backslashes. It seems like it's not a good solution.
Doh! Nevermind. I wonder if the issue is somewhere in the build .cs file…
Houdini Engine for Unreal » Building From Source
- Mike K
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ttvdsfx
I did add a single backslash and it worked. Weirdly, on subsequent compile, I got RC error and had to remove the slash. Then it compiled. I have not had RC problems after that. I will post a screenshot tomorrow. Hopefully that will help.
Weird indeed. I will try this. But it's comforting to know that your include directories field was blank as well.
Houdini Engine for Unreal » Building From Source
- Mike K
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So what did your include directories field look like? Mine was blank, so I added a single backslash and I'm still getting the /RC error on rebuild.
Houdini Engine for Unreal » Building From Source
- Mike K
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Cool. Your post gives a little more information for me to work with. That header file is (or should be) located at Runtime/Core/Public/Misc/CoreMiscDefines.h
Houdini Engine for Unreal » Mesh split question
- Mike K
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ttvdsfx
I was thinking maybe in the meantime we can add support for detecting these via specialized group names. For example for UBX, you could flag geo with collision_ubx prefix? Then UE4 plugin would detect that and produce box collider.. Would that be helpful?
Yea, sure, I think that sounds just fine.
Houdini Engine for Unreal » Building From Source
- Mike K
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I'm getting a 404 page not found on that link. I don't think your unreal fork is publicly available.
It's weird that a straight fork with no modifications will work but the official repo doesn't. Is there a way to do a diff on the two repositories and see if any files are different for whatever reason?
It's weird that a straight fork with no modifications will work but the official repo doesn't. Is there a way to do a diff on the two repositories and see if any files are different for whatever reason?
Houdini Engine for Unreal » Mesh split question
- Mike K
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ttvdsfx
Hello!
If collision_geo is visible then it is a bug, could you please file it and attach a sample asset?
We do, indeed, use complex collision as default for collision and rendered collision geos at the moment. Yes! We are looking at adding UCX/UBX support. Right now the functionality is on par with Unity one in this regard.
We are also looking at adding bounding primitives support to Houdini Engine in the future, which would simplify creation of UCX/UBX.
Thanks!
Sure, I can do that. Would you like me to attach the .hda file or the .hip? I'll do a bit more testing on my end just to make sure it truly is a bug first though. I wonder if it might have to do with using the pre-compiled .DLL instead of building from source?
Bounding primitive creation support in Houdini would be awesome! Will it automatically deal with concave meshes and split them up into multiple convex hulls? UE4 already has a feature to do that but I've been terribly disappointed by the quality of the the hulls it produces. Not optimal at all. For most concave objects I end up manually creating the convex hulls.
Houdini Engine for Unreal » Building From Source
- Mike K
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I tried building source using the code from the official 4.7.6 engine installer and I get the /RC error there too.
Houdini Engine for Unreal » Mesh split question
- Mike K
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Ok, I see that the static mesh I specify in the collision_geo1 group is set to use complex collision as default, and the main_geo group static mesh uses default collision. But my collision_geo static mesh is visible. So it's not really any different than rendered_collision_geo.
Are there plans to support UE4's native static mesh collision system? Like creating UCX_ or UBX_ groups?
Are there plans to support UE4's native static mesh collision system? Like creating UCX_ or UBX_ groups?
Houdini Engine for Unreal » Building From Source
- Mike K
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Compiling release tag source from github. I didn't even know there was another way to get the source code.
Houdini Engine for Unreal » Mesh split question
- Mike K
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I'm having trouble getting the collision geo to work correctly. I am using copy stamping to produce the two versions of my mesh, the rendered mesh and the simpler, convex collision mesh. I'm also using the Copy groups option to create a separate group for each. Then with group nodes I am renaming the copy groups to “main_geo” and “collision_geo1”.
But when I import this .hda to my unreal project and bake it out, I get two separate static meshes instead of the one static mesh with collision.
What am I doing wrong? I have one geo node at the /obj level, and inside is a subnet convereted to a HDA, and the nodes are all in the subnet.
But when I import this .hda to my unreal project and bake it out, I get two separate static meshes instead of the one static mesh with collision.
What am I doing wrong? I have one geo node at the /obj level, and inside is a subnet convereted to a HDA, and the nodes are all in the subnet.
Houdini Engine for Unreal » [Resolved] Pre-built DLL not compatible with Github versions
- Mike K
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I've since discovered that any arbitrarily high build number will work, it doesn't have to match the official release (in fact it's probably better if it doesn't match to distinguish it as a non-official build). I've started using 9999999 as my build number.
Houdini Engine for Unreal » [Resolved] Option to change Import scale
- Mike K
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Houdini Engine for Unreal » [Resolved] Option to change Import scale
- Mike K
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It seems like Houdini Digital Assets are imported with a meter scale. I like to model in centimeters, and cm is also the default UE4 scale. So it'd be nice if there was a way to change the import scale to cm.
EDIT: On second look, it actually seems to be importing at a scale of 1 Houdini Unit = 0.5 meters in UE4. So even when modeling in meters the HDAs are coming in at half the scale they should be.
EDIT: On second look, it actually seems to be importing at a scale of 1 Houdini Unit = 0.5 meters in UE4. So even when modeling in meters the HDAs are coming in at half the scale they should be.
Edited by - May 10, 2015 01:54:19
Houdini Engine for Unreal » Building From Source
- Mike K
- 40 posts
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Houdini Engine for Unreal » [Resolved] Pre-built DLL not compatible with Github versions
- Mike K
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When I try to load the pre-compiled plugin .DLL with any compiled version of UE4 from Github, I am getting an error that the plugin is not compatible with that version of UE4. I tried both the tagged 4.7.3. and 4.7.6 releases from Github. I am using the “Development Editor” build to compile UE4.
But when I use the pre-compiled plugin .DLL with the official 4.7.6 release, it loads without issue.
Is the pre-compiled .DLL simply not compatible with the GitHub versions?
EDIT: I figured out how to get it to work. First, I loaded the official version 4.7.6 editor and went to the Help > About Unreal Editor menu. After the main version number (4.7.6) is the engine build number. For the official 4.7.6 release the build is 2513093.
Then, I opened up the Source/Runtime/Launch/Resources/Version.h file on my Github clone. Changed both the ENGINE_VERSION and BUILT_FROM_CHANGELIST defines to 2513093. Re-built the source and the pre-compiled DLL now works from github source!
But when I use the pre-compiled plugin .DLL with the official 4.7.6 release, it loads without issue.
Is the pre-compiled .DLL simply not compatible with the GitHub versions?
EDIT: I figured out how to get it to work. First, I loaded the official version 4.7.6 editor and went to the Help > About Unreal Editor menu. After the main version number (4.7.6) is the engine build number. For the official 4.7.6 release the build is 2513093.
Then, I opened up the Source/Runtime/Launch/Resources/Version.h file on my Github clone. Changed both the ENGINE_VERSION and BUILT_FROM_CHANGELIST defines to 2513093. Re-built the source and the pre-compiled DLL now works from github source!
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