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Found 2 results

  1. Hi, this is probably a really trivial question, but I'm trying to use an HDA in a blueprint in Unreal Engine 5- It goes in just fine and I see my default version of the HDA, I just cannot figure out how to change the parameters/where the parameters are. Can anyone help?
  2. 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
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