Hi everyone,
I'm pleased to let you know that the beta for Version 2 of the plugin has been released!
Head over to the v2 github repo to download it:
https://github.com/sideeffects/HoudiniEngineForUnreal-v2/releases/tag/v0.13-Beta1 [github.com]
Here's some of the new features available in the beta:
Blueprint Support (experimental):
It is now possible to use Houdini Asset Components in the Blueprint Editor.
This lets you preset and use Houdini Digital Assets in Blueprint Actors.
Changing parameters on the Houdini Asset will automatically update all placed instances of that Blueprint.
After adding the Houdini Asset Component, the Houdini Asset it uses can be selected in the details panel.
This will cook the HDA, and display its parameters interface.
Currently, only Static mesh and Instancer outputs are supported, and only geometry inputs are available when using HDAs in the BP Editor.
Backward compatibility with Version1:
This wasn't originally in our plan, but has been requested a lot during the Alpha.
The v2 plugin is now backward compatible with version 1, meaning that you can easily upgrade a project that uses V1 to V2.
When loading a level that contains Houdini objects made with version 1, the plugin now tries to convert the V1 components, parameters, inputs and outputs to their v2 equivalents.
The conversion of the legacy data is still in progress and will be improved upon in the future:
Some HDAs might need to be rebuilt after the conversion for their parameters and inputs to be displayed properly by the v2 plugin, and certain types of parameters or inputs are currently not properly upgraded to v2 (for example Editable curves or Handles).
The legacy conversion can be enabled or disabled in the plugin settings.
If disabled, legacy objects will simply be ignored when loading the level.
The legacy settings also have an option to automatically rebuild converted Houdini Asset Components.
This was added to facilitate migrating a version 1 project to version 2.
To do so, we highly recommend duplicating (or at least backing up) your project first.
The version 1 plugin should then be deleted from the Plugins/Runtime folder before copying the version 2 files.
The conversion of the legacy objects will be done automatically upon loading the levels.
PDG Async Import (experimental):
The PDG Asset Link now has the ability to use an asynchronous importer commandlet to import WorkItem outputs once they are ready.
The commandlet communicates with the PDG Asset Link via a message bus, and automatically imports the BGEO files from output work items, creating uassets.
After a successful import, the commandlet notifies the PDG asset link which will then instantiate the uasset in the level.
Asynchronous import can be enabled/started/stopped via the “Work Item Import Settings” entry in the Houdini Engine menu.
The PDG Asset Link will display the status of the async importer in its details UI when using it.
BGEO Import Commandlet (experimental):
The commandlet that is used for Asynchronous import of a PDG Graph's work item outputs can also be used independently, to automatically import BGEO files to an unreal project.
The -watch= command-line argument can be used to place the commandlet into directory watching mode.
The BGEO import commandlet supports importing to bake path, by reading the “unreal_bake_folder” and “unreal_output_name” name attributes when in “bake” mode.
To watch a directory for new files and import them as uassets to the HoudiniEngine temporary path:
<editor_exe> -run=HoudiniGeoImport -watch=
To watch a directory for new files and import them as uassets to bake paths (respecting “unreal_bake_folder” and “unreal_output_name”):
<editor_exe> -run=HoudiniGeoImport -bake -watch=
To import a single .bgeo file as a uasset to the HoudiniEngine temporary path:
<editor_exe> -run=HoudiniGeoImport
To import a single .bgeo file as a uasset to the bake path (respecting “unreal_bake_folder” and “unreal_output_name”):
<editor_exe> -run=HoudiniGeoImport -bake
To display/log the help:
<editor_exe> -run=HoudiniGeoImport -help
Curve Output:
It is now possible to output Spline Components from an HDA.
To do so, curves in the HDA need to be marked using the “unreal_output_curve” primitive attribute (value set to 1).
You can also control if you want the spline to be linear/closed using the “unreal_output_curve_linear” and “unreal_output_curve_closed” primitive attributes respectively.
The beta also has some bug fixes, and an improved Viewport Sync when using Session Sync.
The plugin requires the latest H18.0 production build (H18.0.597).
Source code for the plugin can be found on the github repository:
https://github.com/sideeffects/HoudiniEngineForUnreal-v2 [github.com]
I'd like to give a huge thanks to all the Alpha users who took the time to play around with V2, and give us feedback and report issues!