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Houdini Engine Plugin for Unreal Engine.

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Hi, I tried to use the Houdini Engine plugin for UE 5.1 but I'm getting a lot of compiler errors. Is there anyone that can help me with this?

Hi. As I wanted to use Houdini for a project using the latest stream of UE5 (from the UE5-main branch on GitHub), I decided to resolve the compilation issues present...

Hi this works fine on a non-WP level but as soon as you try to apply it in a World Prtition level the editor crashes with [2022.07.31-20.36.48:038][718]LogWindows: Error: Assertion failed:...

FFoliageInfo* AInstancedFoliageActor::AddMesh // This function is deprecated in a partioned world. // FoliageType cannot have an AInstancedFoliageActor as their Outer // This creates issues with the Foliage Edit mode. //...

Hi, we got a crash when tried to Bake an asset. Probably an artist copied and pasted an existing asset which was baked before and tried to bake a new...

I was reading over the docs at https://www.sidefx.com/docs/unreal/_attributes.html and it says there's suppose to be a `unreal_tag_*` attribute on Output to **Prefix used to specify tags on the output object.**,...

Hi, Thanks the developers for daily effort for truely valuable tools. I just noticed unexpected behaviors when playing around PDG output of heightmaps for landscapes, comparing with [Simon's use case](https://www.youtube.com/watch?v=KqOYMbEdwXo)....

There's a bug in Clang when using std::initializer_list that causes an occasional crash when UHoudiniInput::GetAllObjectArrays() is called from within ForAllHoudiniInputObjectArrays during UHoudiniInput::BeginDestroy(). See this SO post for more info: https://stackoverflow.com/questions/55166289/stdinitializer-list-destructs-the-containing-objects-before-the-scope-end-in-c...