HoudiniEngineForUnreal
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Is there a way to set InputOutlinerMeshArray programmatically?
I'm working on an automated process to export elements from Engine as an alembic, which is currently done through a user's selection in Houdini Inputs. Is there a way to prepopulate InputOutlinerMeshArray and what would be a suggested approach to that?
Version 1 has very limited scripting capabilities, and you're basically left with having to write some custom c++ for your need.
You'd probably need to write a custom command that would use something similar to what we use for the "apply selection ... " commands. (see FHoudiniAssetTypeActions::ExecuteApplyAssetToSelection( ) )
Thanks a lot, that FHoudiniAssetTypeActions::ExecuteApplyAssetToSelection( ) is already a good pointer, however it seems like the transition kind of began slowly to v2, might be worthwhile investing time into that.