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Damien Pernuit
dpernuit
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France
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SideFX Staff
Since Sep 2016
Recent Forum Posts
How is "unreal_bake_actor" attribute used? Feb. 4, 2025, 12:04 p.m.
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.
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? Feb. 4, 2025, 11:11 a.m.
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.
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 Dec. 6, 2024, 3:25 p.m.
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 ?
@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 ?