Andy Saia
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Reimporting BGEO geo into Unreal 2022年10月13日15:57
I'm generating a large number of assets in houdini and importing them into unreal using .bgeo files. In the same process as outlined here: https://docs.unrealengine.com/5.0/en-US/city-sample-quick-start-for-generating-a-city-and-freeway-in-unreal-engine-5/#step2-importingthecitydataintounrealengine5 [docs.unrealengine.com]
I'd like to automate the import of these files to both improve iteration time and farm this out to a build machine.
I discovered the BGEO Import Commandlet which allows for asynchronous importing of geometry.
Calling <unreal_project_path> -run=HoudiniGeoImport -bake "geo_file_path" Seems to be exactly what I need except it doesn't replace assets. If an asset of the same unreal_bake_folder and unreal_output_name already exists it will create a new asset and append a "_1" to the name of it.
Even after manually dragging a .bgeo file into unreal I cannot right-click and hit reimport.
Is there any way to force the commandlet/unreal to override/replace the files?
I'm running the same houdini engine version as in the city sample project.
I'd like to automate the import of these files to both improve iteration time and farm this out to a build machine.
I discovered the BGEO Import Commandlet which allows for asynchronous importing of geometry.
Calling <unreal_project_path> -run=HoudiniGeoImport -bake "geo_file_path" Seems to be exactly what I need except it doesn't replace assets. If an asset of the same unreal_bake_folder and unreal_output_name already exists it will create a new asset and append a "_1" to the name of it.
Even after manually dragging a .bgeo file into unreal I cannot right-click and hit reimport.
Is there any way to force the commandlet/unreal to override/replace the files?
I'm running the same houdini engine version as in the city sample project.