Using the "unreal_pdg_asset" detail attribute

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I recently noticed this in the changelog [github.com]:

Added support for the "unreal_pdg_asset" detail attribute.
It can be used to indicate to the plugin if an HDA is expected to use PDG.
This is especially useful on big HDAs that contain a lot of nodes - as it will speed up instantiation and rebuild times significantly.

Could someone from SideFX expand on this a little bit more?

How exactly do I use it? I have a SOP level HDA that contains a TOP network with an HDA Processor node (running another HDA), Houdini Engine in Unreal then loads the work items from the TOP network. Where should I put this detail attribute? What improvements should I look for? Thanks
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