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Found 14 results

  1. Hi everyone! I'm kinda new to Houdini and use it with UE4. My Digital Asset crashes all the time though so I thought I'll debug it with the Houdini Engine Debugger. This works well and actually is pretty awesome. When I reproduce my crash in UE4, the connection gets closed and the Houdini Console shows the following errors: Thrift: Mon Oct 29 18:09:38 2018 TPipe ::GetOverlappedResult errored GLE=errno = 109 Thrift: Mon Oct 29 18:09:38 2018 TConnectedClient died: TPipe: GetOverlappedResult failed But where to go from here? Is there a way to find out what node crashed? Or how should i proceed to narrow down the problem? Is there any kind of log file I could check? If you need more information, please let me know! Thanks for you help in advance! best, Ron
  2. Anyone here had troubles before with importing a heightfield HDA into UE4 that only shows when selected? It seems random, sometimes it doesn't behave like that, I don't understand where the bug is coming from. I can solve it temporarily by going to the manage tab for landscape and the change component size option and not change anything and click apply. Except it will move the landscape out of my HDA, and this breaks my pipeline. I got it to work perfectly sometimes, but I don't know how, it just seems this problem is random.
  3. I made a tool for creating fully procedural cave systems from curves for use inside UE4 with Houdini Engine. Check it out, let me know what you think. Available here: https://gum.co/hdacaves Enjoy!
  4. Replacing Houdini Ground Plane In UE4

    Novice Q: I'm exporting an RBD collision from Houdini to UE4, how do I replace the collision geometry of the groundplane in Houdini with the landscape i've created in UE4?
  5. Hi, I'm trying to get a rigid body destruction simulation working in Unreal 4 as a vertex animation using the Game Development Tools. I've got it looking pretty good in game now, except some of the pieces tend to randomly flip briefly as they rotate. It usually looks wrong for about a single frame or two. I've seen similar problems in sims from Maya, and it's usually been some sort of gimbal lock or euler problem. I'd usually be able to fix them by turning on unwind curves, applying a Euler filter, or by hand if it was just a few pieces. What is the best way to deal with this in houdini 16, especially with a large number of pieces? Is there a filter I can apply to the animation curves? Also (sorry, I'm still new to houdini), where would I access the animation curves on a file cached sim? Thanks in advance! Brian
  6. Hi, I'm trying to import a houdini character to ue4. I'm following Varomix's tutorial > https://www.youtube.com/watch?v=o8A2U3jmng4. I can't seem to get any animation sequence when importing the simple female walk cycle, using identical settings as the video. I've attached a screen recording of the settings. If anyone has any tips for importing to ue4, that would be a huge help. Thanks in advance RecordingEdited.mp4
  7. UE4 Curve Controls Bug/Issue

    Hey all. I've built quite a few Houdini assets for use in UE4. Some of them involve using curves as inputs, whereas I have the Curve node set as Editable in the asset, so you can move the points in unreal. I'm having an issue where I can use the assets as they're intended to be upon opening the project, but if I switch to working with regular meshes then come back to the HDAs, the curve handles are gone. In the documentation, it is mentioned that you just have to select an object with curve controls enabled in order to be able to select the curve points and transform them individually. There is a warning about items that have multiple components besides a curve component being difficult to select (i.e. things with mesh, collision, etc). The recommended solution is using the world outliner to select the curve objects, but obviously that doesn't work for Houdini assets as they are just one item in the outline. Am I missing something about component selection modes in UE4? It's fixable by reopening the project, but that's a little bit excessive to close and reopen projects just to have functionality with my curves on HDAs. Should I switch over to actual curve input from unreal using an object merge? Is that input method more dependable to re-select the asset and adjust curves after the initial drop-in? I can provide HDAs or video demonstrations if needed.
  8. Vertex texture animation

    Hi, Im a Realtime VFX artist. I'm trying to make it sure that pipeline Houdini to ue4 now (about vertex animation texture). And First I made Rigid body animation, but it didn't work well, Problems and question here ↓ ・I couldn't Import FBX to UE4, sometime I could but I don't know why. ・Vertex animation is looks broken Even import success. (maybe texture doesn't render correctly) ・Which node should set geometry path? Im using "Houdini16 Indie" and "ue4.14 SideFxSamples" Project (Sorry I lost Dates of succeeded Import FBX to UE4) probably those information is not enough, Let me know Please what you need, I'm sorry for random questions. Thank you.
  9. Vertex Animation Tool giving mantra error

    With the recent 16.0.6 update, Houdini added games shelf tools. one of these tools is vertex animation. I've been trying to integrate my particle system into Unreal Engine 4 for the past 2 days. When I try to render the vertex animation subnetwork gives this error: Error Error rendering child: /out/vertex_animation_textures/mantra11 Diving into the subnetwork there's two nodes that give errors the first node gives this error: Error Zero resolution for camera '/out/vertex_animation_textures/sprite_obj/cam1' and the second node gives this error: Error Error rendering input: /out/vertex_animation_textures/mantra11 From what I've read from another odforce forum post the problem seems to be that the HDA for vertex animations textures need to be used correctly. Quote from Gramx's post: " Hi Luiz, I have been looking at the hip files and it seems that you have a newer version of the Vertex Animation Textures Asset. I get an error saying incomplete asset definition. Are you able to send over the latest asset or will it be available in the next Daily Houdini build. I am running 16.0.542 Thanks Graham " Gramx's post Shouldn't the tool just work on it's own? Or am I doing something wrong? Any help into the right direction would really be appreciated, maybe even an example of the particle working in Unreal. Cheers, Callan RubberParticles.hipnc
  10. RBD to unreal

    Hey all Could anyone point me in the direction to get a rigid body sim into UE4, I've got the Sim (it can be super simple) and I'd prefer FBX. Ideally I don't want deforming geo. The closest I've found is this workflow but it seems like the code isn't maintained. (This isn't mine) LINK https://vimeo.com/124874315 https://www.orbolt.com/asset/LaidlawFX::RBDFBXExport::1.0 I wanted to know if there's something I'm missing. Thanks once again in advance. Brian
  11. SideFX will be doing a Houdini + UE4 training session on the Unreal Engine Twitch stream this Thursday, Jan. 12th at 11am PST/ 2pm EST. Get more info and the livestream link here: https://forums.unrealengine.com/showthread.php?133203-SideFX-s-Houdini-UE4-Plugin-w-the-SideFX-Team-Jan-12th-Live-from-Epic-HQ!
  12. Hey there! I recently gave a talk to the Vancouver Houdini User Group about how Houdini can be used for making visual effects for games. It was a reasonably short lecture (~45 minutes) so I decided to record it afterward and comment the Houdini file a little so I could share it online. The lecture is targeted at film people who would like to transition into games but aren't sure how to get started. It's not a step-by-step on creating fluids or any nonsense like that, but rather a look at some of the ways you might optimize an effect for real time. If you're not familiar with who I am, I've written a little about how I got into games over on my blog: http://www.allegrodigital.com/?p=1991 Or you can go straight to the lecture which is free, and hosted on Udemy: https://www.udemy.com/game-effects-using-houdini-ue4 Hope it's of use to someone!
  13. Hi, guys I'm playing with Houdini and Unreal Engine 4 and I'm trying to bake each points position into texture. https://docs.unrealengine.com/latest/INT/Engine/Animation/Tools/VertexAnimationTool/VAT_TL_Meshes/index.html Basically, I want to transfer the maxscript that shown in above link into Houdini world. I know there is several way to bake SOP data into texture, like using with texture bake node, or using with cop node like below link but I'm wondering is there more direct way to do it via VEX? Maybe using python with external python image library could be option but it may need too much work. I found writepixel() VEX function in help, but I don't know how to use it. Any suggestion or though will be appreciated. Thanks!
  14. ... and made Unreal Engine 4 free for EVERYONE! https://www.unrealengine.com/blog/ue4-is-free
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