Hello! I would like to be able to set some of these parameters
e.g. Pack Geometry before merging, or changing the "Geometry Input" to be "World Outliner Input"
and set them as default values so any other user that brings in the tool doesn't have to do a "setup ritual" every time to set the right values, and can start using it right away instead.
Setting Default Parameters for inputs
2284 3 1- yswarovski
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- GlenD
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When I set up an HDA, I use the Maximum Inputs instead of an Object Merge node. Then it is connected to my network. This is under the Basic Tab->Maximum Inputs. Then go to the Input/Output Tab and the Input 1 Label will be World Outliner Input. This will set the Input inside of Unreal as a World Outliner Input. You could also do the same with Curve, Geometry Input and Asset Input.
https://www.sidefx.com/docs/unreal/_inputs.html#InputCreate [www.sidefx.com]
For the Pack Geometry before merging I have not been successful in getting that to enable either. It should be similar to the Replace Previous Bake attribute it should be unreal_uproperty_PackBeforeMerge as Detail/Integer set to 1.
Edit - In the HoudiniPublicAPIInputTypes.h file is is called bPackBeforeMerge. See this topic for more info on how to access the files. https://www.sidefx.com/forum/topic/84506/ [www.sidefx.com]
Glen
https://www.sidefx.com/docs/unreal/_inputs.html#InputCreate [www.sidefx.com]
For the Pack Geometry before merging I have not been successful in getting that to enable either. It should be similar to the Replace Previous Bake attribute it should be unreal_uproperty_PackBeforeMerge as Detail/Integer set to 1.
Edit - In the HoudiniPublicAPIInputTypes.h file is is called bPackBeforeMerge. See this topic for more info on how to access the files. https://www.sidefx.com/forum/topic/84506/ [www.sidefx.com]
Glen
Edited by GlenD - 2023年1月26日 04:18:31
- yswarovski
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- MatDuf
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Hello!
Sorry I am new to using H-Engine with Unreal so my question could be trivial.
I am trying to use the workflow described above (using maximum inputs in order to expose Inputs in Unreal) but it seems I am not able to get these inputs to show up in Unreal, no matter what name I give it.
In my HDA, I am also unable to locate the usual "Sub-Network Input" nodes that you'd usually have inside a node once you give the nodes some connectable inputs (See attached picture)
The other method (using an object merge) works better, however I have the same problem as yswarovski here; i.e.: I'm looking for a way to set these inputs to be World Outliner Inputs by default.
Does the workflow described above by GlenD still work in Unreal 5.3 / H-Engine 2.0 H20.0.590 ?
Many thanks!
Sorry I am new to using H-Engine with Unreal so my question could be trivial.
I am trying to use the workflow described above (using maximum inputs in order to expose Inputs in Unreal) but it seems I am not able to get these inputs to show up in Unreal, no matter what name I give it.
In my HDA, I am also unable to locate the usual "Sub-Network Input" nodes that you'd usually have inside a node once you give the nodes some connectable inputs (See attached picture)
The other method (using an object merge) works better, however I have the same problem as yswarovski here; i.e.: I'm looking for a way to set these inputs to be World Outliner Inputs by default.
Does the workflow described above by GlenD still work in Unreal 5.3 / H-Engine 2.0 H20.0.590 ?
Many thanks!
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