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Houdini engine unreal inputs11/30/2023 This was added to facilitate migrating a version 1 project to version 2. The legacy settings also have an option to automatically rebuild converted Houdini Asset Components. If disabled, legacy objects will simply be ignored when loading the level. The legacy conversion can be enabled or disabled in the plugin settings. The conversion of the legacy data is still in progress and will be improved upon in the future. Some HDAs might need to be rebuilt after the conversion for their parameters and inputs to be displayed properly by the v2 plugin.Ĭertain types of parameters or inputs are currently not properly upgraded to v2 (for example Editable curves or Handles). When loading a level that contains Houdini objects made with version 1, the plugin now tries to convert the V1 components, parameters, inputs and outputs to their v2 equivalents. The plugin is now backward compatible with version 1. Viewport Sync currently only syncs the cameras' positions and orientations, and not their FOV, so the two views will not be 100% identical. You can decide to sync both viewport, or have unreal control the houdini viewport, or the opposite. When using Session Sync, you can decide to link the Houdini and Unreal viewport via the "Sync Viewport" entry in the Houdini Engine menu. You can also control if you want the spline to be linear/closed using the "unreal_output_curve_linear" and "unreal_output_curve_closed" primitive attributes respectively. To do so, curves in the HDA need to be marked using the "unreal_output_curve" primitive attribute (value set to 1). It is now possible to output Spline Component from an HDA. bgeo file as a uasset to the bake path (respecting "unreal_bake_folder" and "unreal_output_name"): bgeo file as a uasset to the HoudiniEngine temporary path: To watch a directory for new files and import them as uassets to bake paths (respecting "unreal_bake_folder" and "unreal_output_name"): To watch a directory for new files and import them as uassets to the HoudiniEngine temporary path: The BGEO import commandlet supports importing to bake path, by reading the "unreal_bake_folder" and "unreal_output_name" name attributes when in "bake" mode. The -watch= command-line argument can be used to place the commandlet into directory watching mode. The commandlet that is used for Asynchronous import of a PDG Graph's work item outputs can also be used independently, to automatically import BGEO files to an unreal project. The PDG Asset Link will display the status of the async importer in its details UI when using it. The commandlet communicates with the PDG Asset Link via a message bus, and automatically imports the BGEO files from output work items, creating uassets.Īfter a successful import, the commandlet notifies the PDG asset link which will then instantiate the uasset in the level.Īsynchronous import can be enabled/started/stopped via the "Work Item Import Settings" entry in the Houdini Engine menu. The PDG Asset Link now has the ability to use an asynchronous importer commandlet to import WorkItem outputs once they are ready. This will cook the HDA, and display its parameters interface.Ĭurrently, only Static mesh and Instancer outputs are supported, and only geometry inputs are available when using HDAs in the BP Editor. This lets you preset and use Houdini Digital Assets in Blueprint Actors.Ĭhanging parameters on the Houdini Asset will automatically update all placed instances of that Blueprint.Īfter adding the Houdini Asset Component, the Houdini Asset it uses can be selected in the details panel. It is now possible to use Houdini Asset Components in the Blueprint Editor. The plug-in is now linked to Houdini 18.0.597 / HAPI 3.4.0.
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