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About ron2812

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    Ronald Soelkner
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  1. Hello everyone! I am working on a project where I create points in Houdini to spawn blueprints in Unreal Engine 4. This works fine so far. But now I got a couple of blueprints that contain static meshes. When loading my HDA in UE4 i get error messages like: PIE: Warning: AttachTo: '/Game/_GameAssets/Maps/NeutralLighting/Neutral_Lighting_Scene_01.Neutral_Lighting_Scene_01:PersistentLevel.ext_map_generator_3.HoudiniInstancedActorComponent_44' is not static , cannot attach '/Game/_GameAssets/Maps/NeutralLighting/Neutral_Lighting_Scene_01.Neutral_Lighting_Scene_01:PersistentLevel.Wall_Lamp_258.DefaultSceneRoot' which is static to it. Aborting. I made a OBJ-level HDA for the generator. Create geometry in one Geometry node, spawnpoints for instanced blueprints in a separate one and spawnpoints for static blueprints in a separate one as well. So: 3 geometry node to keep everything separated. I also added a detail attribute "unreal_split_instances" to the static BP points, but this doesn't work. So how can I spawn blueprints that are static along with instanced ones? Thanks for you help in advance! Best, Ron
  2. Houdini Animation -> UE4: rotation keyframes wrong?

    no one?
  3. Hi there! I made a simple rotation in Houdini in OBJ level and exported it via File/Export as FBX file to import into UE4. The object is rotation 300° over 96 frames. When I import then FBX into UE4 everything looks fine, but the object only rotates for about 60°? The same FBX works fine when I test it in Unity. Is there something I'm missing? Import settings in UE4 look fine - how can it be that the object doesn't do the full rotation? The imported frames are 96 as well - so that's fine. Easy in/out looks correct as well. It just doesn't rotate the full 300° but about 60°. Thanks in advance! Best, Ron
  4. Input in Unreal on a OBJ-Level HDA?

    Hey! Thanks for the replies! I got it working inside Houdini - but as it seems in UE4 i don't get any inputs on a OBJ-level HDA anyway :-( So i need to find a different solution. But thanks for the fast help!
  5. Input in Unreal on a OBJ-Level HDA?

    Hey! Is it possible to pass an input of a OBJ-Level HDA into a subnet inside the HDA? This is what i need to do: (see screenshot) Inside the subnet i don't have access to the input directly. And since the null node is on OBJ level, it doesn't contain data from the input (input is only the parent) Thanks in advance! best Ron
  6. Hey everyone! Is there a way to set a property of a blueprint in Unreal Engine that is spawned (instanced) via a Houdini Point? e.g. I got a blueprint XY with a float uproperty "health". In Houdini I create points with an unreal_instance attribute to the blueprint XY -> all good. Now i wanna set the blueprint's property "health" to a specific value. Seems like unreal_uproperty_health would only work on static meshes generated by Houdini. Is there a way to set properties on instanced blueprints? Thanks in advance! best, Ron
  7. Hey! Nevermind! I figured it out! Works like a charm now with an object level HDA! Thank you very much!
  8. Oh... or do i "copy" my level generator graph and split it up? -> Create 2 GEOs at Object level -> Copy the graph into both of them -> One creates geo, one create point cloud -> Select both GEOs (in Object level) and create a subnet/digital asset?
  9. Oh man... My Houdini knowledge obviously is pretty basic. Lemme see if i can sum that up... I use a SOP approach, yes. I made multiple SOP HDAs to create a "level generator" - split up by their purpose and from basic to advanced. My basic construction elements are pretty simple like: Floor generator Pillar generator Floorboard generator ... These are used be the 2 main geo generators: Room Generator (creates a room based on a curve) Wall Generator (creates walls that are not a closed curve - to split up the room) My final HDA is the "Level Generator". This SOP imports a CSV File that contains data how to build the room (curve points) PLUS where to spawn objects (blueprints in UE4) I attached a screenshot to show an overview of the multiple HDAs. I actually don't know how do do this in object level... Do i need to create 2 Nulls in my Level Generator - one with Geo and one with a pointcloud and "object-merge" them into object level? And create a new HDA over this? I need a couple of parameters from each HDA (like material, Cd, etc.) as well. Maybe I'm thinking in a totally wrong direction here?
  10. Actually there is one problem... I have vertex-attribute normals on the generated geometry, so the shading looks the way i want. For instances, the normals need to be point-attributes. Obviously i can't have both - if i remove the vertex-attributes, the instance rotation works, if i keep both, everything twists weirdly... Is it possible to have both - vertex and point normals?
  11. Oh - seems like i found something. Had an orient attribute on some other geometry (wall) that seems to mess up everything. If i remove that I get rotation on the blueprints
  12. Hey! Thanks for the reply! Doesn't seem to work either - set up to 0/1/0 and the normal according the direction. The blueprints don't rotate...
  13. Hi everyone! I made an HDA that generates a level. Got a couple of blueprints in Unreal I need to spawn. This works fine when I use the unreal_instance as point-attribute with the spawn-points. Since I want to rotate the blueprints instances as well, i added a rot point-attribute (also tested with orient) to the points - but this doesn't seem to carry over. Works fine inside Houdini when I test it with proxy geo (e.g. boxes) Every instance of the blueprint Unreal though has the same rotation. Am I doing something wrong here? best, Ron
  14. Hello everyone! Is there a way to use the UV Layout not on the obj level somehow? I have modeled various parts of a robot as individual Geometry nodes and parented them on the obj level. Every single Geometry has it's UVs fully layed out. If I use a sub-Geo with Object Merge nodes for every element I can use the UV Layout node to pack them all together. But if I export an FBX from there, I don't have any individual parts I for the animations in Unreal (the skeleton mesh has only one transform) If I export the obj Level with animation I don't have packed UVs. Is there a way around this somehow? Thanks in advance!
  15. Hey Ben! Thanks for the reply! This works nicely! But in my case I need to split up procedurally generated geometry in separate parts. To be more specific - I generate a wall along a curve and need to split them into separate wall elements (on every curve point). I need this to be able to toggle visibility. When the 3d person character walks behind a wall I need to fade out that wall element to make sure the character is always visible. I have no problems splitting the wall elements, but can't access them individually since the room is one big mesh. On obj-level I can't generate the wall and inside the geo node i can't have individual meshes. Is there a way to add an attribute to the walls or something to let the engine know to generate a separate mesh? Or how would you approach this? Thanks for your help! best, Ron