So I had an idea on how to build the string value for this attribute based on the ui selections I make in UI, so that as I am generating multiple meshes from an asset I do not have to manually change the name for each version. This is time consuming and prone to error.
So I setup some string fields in my UI and added some expressions to get a string based on the dropdown selected in the ui.
So imagine I have a dropdown called Arch Style with two values, Arch and Semi.
The expression I wrote is
`arg(“Equi Semi”, chs(“arch_style”))`
Then I used that in the mesh name attribute node. It works great in houdini. I can have multiple expressions in there based on the ui choices I have and the name is created as expected.
Problem is in Unreal engine I either crash when I change a menu item or no geo is outputed.
It would be great if this could work.
Thanks.
I can put together a simple example hda if that would help.
unreal_generated_mesh_name - Dynamic
2016 0 1- Aladin Sane
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