HoudiniEngineForUnreal-v2
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Houdini Engine Plugin for Unreal Engine 4 - Version 2
If you have an HDA with a multiparm, and you either add/remove instances with a python script, or if you do it in Houdini with session sync, the parameter interface...
If the user has a heightfield that isn't at 0 in Unreal vertically (Z in unreal Y in houdini) the heightfield will appear below the sampled surface when it comes...
This is a reopen on a bug, if the user has string type file parameters and attempts to update them in unreal, the entry will fail to update and reset...
Since there is support for FoliageType, I now scatter those rather than simple Static Mesh. The LOD_Group from Houdini was still applied to the points. When rebuilding the landscape in...
I could not find shelf tools in V2, will it be support in future release? thanks.
We have a tool that samples the terrain from Unreal and splits it up into world composition tiles, any tiles that don't have information painted on it causes the tile...
My use case would benefit greatly from a setup where a master HDA would distribute HDAs into the world, which would then do their thing. The problem here is that...
If the user attempts to split their landscape up into smaller tiles, they will get a severe degradation in quality when the tiles come back to unreal. It appears that...
I've been trying to track down the visual artifacts seen on the instance static meshes via an HDA. This is using the latest beta and UE4.25.4. Essentially, the mesh from...
Tested with Houdini 18.5.351 and Unreal 4.25.3. Setting unreal_level_path, both as a primitive and detail attribute, does not bake my mesh to the specified level if I use PDG. It...