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Incorrect Tiled Landscapes Edges

Open SaOk opened this issue 5 years ago • 3 comments

Splitting landscape into 4 pieces with hf tile split node. Getting strange behaviour on tile edges; parts get doubled and ue4 warn of overlapping. When baking the holes get filled, result is not accurate. Using i@unreal_landscape_tile_actor_type = 1;. Landscape is split in PDG. Cooked and baked in UE4.25. Not sure if related but async importer crashes everytime I try to start it for houdini engine menu in ue4. No matter if HDA is placed on map or not. Gives this error: Assertion failed: IsValid() [File:D:\Build++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Public\Templates/SharedPointer.h] [Line: 879] UE4Editor_HoudiniEngine!UHoudiniGeoImportCommandlet::MainLoop() [D:\Work\DEV18.0\engine\unreal\4.25-v2\Engine\Plugins\Runtime\HoudiniEngine\Source\HoudiniEngine\Private\HoudiniGeoImportCommandlet.cpp:218] UE4Editor_HoudiniEngine!UHoudiniGeoImportCommandlet::Main() [D:\Work\DEV18.0\engine\unreal\4.25-v2\Engine\Plugins\Runtime\HoudiniEngine\Source\HoudiniEngine\Private\HoudiniGeoImportCommandlet.cpp:687]

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SaOk avatar Oct 04 '20 19:10 SaOk

Hi,

Yes, that's an issue we're aware of, the current landscape/world comp integration is a bit picky about the data that's being send from Houdini.

Those overlapping issues on tiled HF when using streaming proxies are likely caused by the fact that the tiles are not properly "sized". Unreal expects landscape to be of a given size (ie 505x505, 1009x1009 etc.).

https://docs.unrealengine.com/en-US/Engine/Landscape/TechnicalGuide/index.html#recommendedlandscapesizes

We normally resample or pad the HF data to compensate for this, but there is a bug in the beta that causes this issue with landscape streaming proxies. We'll fix that bug in a future beta update, in the meantime, a workaround would be to make sure that your tiles are sized properly. There is another bug currently when using streaming proxies, that may cause a Z offset on some tiles, this will also be fixed soon, but currently, a workaround for it would be to enable "Use default unreal scaling" in the plugin settings.

dpernuit avatar Oct 13 '20 17:10 dpernuit

The Async importer crashing in versions prior to 4.26 has already been fixed and will be in the next release. The source code on the repository already has this fix.

dpernuit avatar Oct 13 '20 17:10 dpernuit

Thank you for detailed reply. I will try the specific sizes.

SaOk avatar Oct 13 '20 17:10 SaOk