Can we use the Houdini16.0-Unreal4.16 branch for Unreal 4.17?
5132 13 1- trojanfoe
- Member
- 67 posts
- Joined: 5月 2016
- Offline
- dpernuit
- スタッフ
- 553 posts
- Joined: 9月 2016
- Offline
Hi,
The 4.17 branch will be available in a couple of days.
If you can't wait and really want to use the 4.17 today, the 4.16 branch needs a few changes in the code to build against 4.17:
- replace the forward declarations of FAssetData from “class FAssetData;” to “struct FAssetData;”
- replace the use of the member variable ComponentToWorld by GetComponentTransform()
IIRC, these are the only changes needed to go from 4.16 to 4.17
But again, the 4.17 plug-in will be here soon.
The 4.17 branch will be available in a couple of days.
If you can't wait and really want to use the 4.17 today, the 4.16 branch needs a few changes in the code to build against 4.17:
- replace the forward declarations of FAssetData from “class FAssetData;” to “struct FAssetData;”
- replace the use of the member variable ComponentToWorld by GetComponentTransform()
IIRC, these are the only changes needed to go from 4.16 to 4.17
But again, the 4.17 plug-in will be here soon.
- trojanfoe
- Member
- 67 posts
- Joined: 5月 2016
- Offline
- dpernuit
- スタッフ
- 553 posts
- Joined: 9月 2016
- Offline
Hi trojanfoe,
The 4.17 plug-in is now on Github!
https://github.com/sideeffects/HoudiniEngineForUnreal/tree/Houdini16.0-Unreal4.17 [github.com]
The 4.17 plug-in will also ship with tomorrow's daily build of Houdini (16.0.696).
The 4.17 plug-in is now on Github!
https://github.com/sideeffects/HoudiniEngineForUnreal/tree/Houdini16.0-Unreal4.17 [github.com]
Edited by dpernuit - 2017年8月14日 10:04:38
- trojanfoe
- Member
- 67 posts
- Joined: 5月 2016
- Offline
- DASD
- Member
- 453 posts
- Joined: 2月 2013
- Offline
- dpernuit
- スタッフ
- 553 posts
- Joined: 9月 2016
- Offline
- sami.tawil
- Member
- 172 posts
- Joined: 3月 2012
- Offline
- trojanfoe
- Member
- 67 posts
- Joined: 5月 2016
- Offline
sami.tawil
Any news from sidefx regarding the plugin.
Unfortunately i cannot compile(lack of knowledge)the plug in.
Is there an alternative like copy paste into the unreal plug in folder? ..
Here's what I do (it assumes you have git installed) *:
C:> cd \path\to\UnrealProject
C:> mkdir Plugins
C:> git clone https://github.com/sideeffects/HoudiniEngineForUnreal [github.com] Plugins\HoudiniEngine
C:> cd Plugins\HoudiniEngine
C:> git checkout Houdini16.0-Unreal4.17
In File Explorer, right-click on .uproject and select “Regenerate Visual Studio Project”. Done.
Every now and then do a git pull on the repo.
!!! NOTE: the web server is putting github.com, in square brackets, after the git clone repo URL above; you don't want that in your command line.
* Actually not quite; I use git to control my project so I add it as a submodule.
Edited by trojanfoe - 2017年8月17日 02:10:04
- sami.tawil
- Member
- 172 posts
- Joined: 3月 2012
- Offline
- trojanfoe
- Member
- 67 posts
- Joined: 5月 2016
- Offline
- sami.tawil
- Member
- 172 posts
- Joined: 3月 2012
- Offline
- trojanfoe
- Member
- 67 posts
- Joined: 5月 2016
- Offline
- sami.tawil
- Member
- 172 posts
- Joined: 3月 2012
- Offline
-
- Quick Links