ben adman
badman
About Me
EXPERTISE
Game Artist
Houdini Skills
ADVANCED
Procedural Modeling | Environments | Destruction FX
INTERMEDIATE
Digital Assets | Animation | Cloth | VEX | Python
BEGINNER
Mantra | Fluids
Availability
I am currently employed at inXile entertainment
Recent Forum Posts
Collision Geo Not Assigning to Static Mesh Oct. 18, 2023, 2:28 p.m.
Figured it out partially. By merging before packing, both geos are exported as separate static meshes and appear in outliner, but the render geo has the custom collision mesh properly assigned, so I just need to delete the collider mesh from outliner. It would be nice if I don't have to delete the collider mesh manually since that seems unintended, but it's easier than manually assigning each collider to each visible mesh.
Collision Geo Not Assigning to Static Mesh Oct. 18, 2023, 1:59 p.m.
Hello,
I am generating multiple output static meshes from an HDA and creating corresponding custom collision meshes. To separate the pieces I am packing the visible geo and collision geo separately and then merging them. Before packing the collision I assign it the "collision_geo_#" group with "`collision_geo_ + detail(-1, "iteration", 0)`" in the group name.
When I bake the output, it simply outputs the visible and collision geo as separate static meshes.
What's confusing to me is that I was doing the same thing before and it was half-working: the HDA would output both meshes, but at least the static mesh would have the collision mesh assigned, so I just had to delete the collision meshes from outliner in Unreal. Now it's not working, I simply can't get any custom collision automatically assigned to the static mesh output.
I've looked through the docs plenty and the relevant forum posts but none of the solutions have worked for me. In the documentation, on the "Collision types" page, it says not to use "rendered_collision_geo" for custom collision. That makes sense. However on the "Setup collision for an asset" page, it also says not to use "collision_geo" for custom collision. So, what is the proper group name for custom complex collision meshes?
I am generating multiple output static meshes from an HDA and creating corresponding custom collision meshes. To separate the pieces I am packing the visible geo and collision geo separately and then merging them. Before packing the collision I assign it the "collision_geo_#" group with "`collision_geo_ + detail(-1, "iteration", 0)`" in the group name.
When I bake the output, it simply outputs the visible and collision geo as separate static meshes.
What's confusing to me is that I was doing the same thing before and it was half-working: the HDA would output both meshes, but at least the static mesh would have the collision mesh assigned, so I just had to delete the collision meshes from outliner in Unreal. Now it's not working, I simply can't get any custom collision automatically assigned to the static mesh output.
I've looked through the docs plenty and the relevant forum posts but none of the solutions have worked for me. In the documentation, on the "Collision types" page, it says not to use "rendered_collision_geo" for custom collision. That makes sense. However on the "Setup collision for an asset" page, it also says not to use "collision_geo" for custom collision. So, what is the proper group name for custom complex collision meshes?
Unreal HDA recooking again for every individual input July 11, 2023, 3:14 p.m.
Okay, I found a solution - taking the primitive attribute unique to each entry, promoting it to max as a detail attribute, and adding a switch-if after the multiparm for-each loop to test if that detail attribute is equal to the number of multiparm entries in the HDA.