Damien Pernuit

dpernuit

About Me

専門知識
Developer
業界:
Gamedev

Connect

LOCATION
France
ウェブサイト

Houdini Engine

Availability

Not Specified

My Badges

SideFX Staff
Since 9月 2016

My Talks

obj-image Tech Talk
Houdini for Unreal
obj-image HIVE
Houdini Engine for Unreal: The Road Ahead

Recent Forum Posts

How is "unreal_bake_actor" attribute used? 2025年2月4日12:04

Well, HiddenInGame will be a special case - as it's one of the properties that the plugin controls by default,
if the mesh is visible/invisible/tempalted etc.. in Houdini will control that property - it's also one that we change when switching between proxy / refined meshes etc..

You're basically applying an extra layer by manually overriding this property on top of it - and this could either apply to the whole actor - or individual components...

Your example is also not the best - if you have multiple clearly distinct outputs - why pack and merge everything into a single output instead of using multiple outputs? The plugin does its best to sort that out - but Houdini Engine still see all of this as a single output.

As mentioned above - some attribute working before/after pack is expected
as some properties exist on the static mesh - other on the component/actor - if you want to modify mesh properties place the attribute before the pack - if you want to modify comp/actor properties, place it after.

The spline being separate when baking as one actor is likely to be a bug.

How is "unreal_bake_actor" attribute used? 2025年2月4日11:11

Hi,

You're setting mesh attributes on Points - I'd recommend setting them on primitives instead.

As a rule of thumb
- Set attributes for a mesh you're generating on the primitives
- If instancing, (unreal_instance for example) you can set the attributes on points.
- If using pack primitives - where the attributes is placed matters as well:
Before the pack, and it applies to the generated static mesh,
After the pack, it applies to the generated Instancer component (ISMC, HISMC or SMC)
- If you want to apply attributes to the Houdini Asset Component itself - (change default values of the HDA) - always use detail attributes.

For generic properties, rather than guessing names, just type "Houdini.DumpGenericAttribute CLASSNAME" in the output logs / commands to get a list of all the property that the plugin can see on a given class - with the matching attribute name/type to use in H.

ie:
Houdini.DumpGenericAttribute HoudiniAssetComponent

or

Houdini.DumpGenericAttribute StaticMeshComponent

In your case - switching the wrangle to run on primitive did fix the bake_actor/folder for me.

Unreal 5.5 2024年12月6日15:25

Hi,

@Morphtek: We just tried on our end and the binaries that ship with the daily build worked fine on multiple windows machine for us.

How did you copy the Houdini Engine plugin ? did you use the old installer or the launcher ?
Was the plugin installed in the engine's plugins folder or the project's plugins folder ?