vinyvince Posted November 13, 2022 Share Posted November 13, 2022 Since Houdini and Houdini Engine plug-in versions need to be consistent, frequent updates are a headache, resulting in a bunch of versions of Houdini installed on the computer. . . Compiling the plugin yourself coudl be a solution, process below: Compilation step Get HoudiniEngine source code Find the version branch source code you need, clone and download it Create a new empty C++ game project Create a new Plugins folder in the project directory and put the HoudiniEngine source code in it Select the project file XXX.uproject right click, Generate Viusal Studio Project Files Regenerate the Visual Studio project (because new code is added, the project needs to be refreshed) Set Houdini version number (very critical) Modify the Houdini Version in Source/HoudiniEngine/HoudiniEngine.Build.cs to correspond to the locally installed Houdini version At the same time, modify the VersionName in HoudiniEngine.uplugin to ensure the same version display in the UE plug-in panel to avoid confusion Compile the project Open the Visual Studio project file and set the game project as the startup project Select Debug Editor or Development Editor mode to compile Then start building and compiling to generate binary files Test Start the project, whether it is running normally Check if the plugin panel starts Houdini Engine Find an hda file, drag it to the scene, and test if it works Temporary workers become regulars The previous compilation process is compiled as a game project plug-in If the compilation is successful, you can copy it to the Engine/Plugins/Runtime directory in the engine directory However, it is best to clean up the xxx.obj and xxx.pch files in HoudiniEngine/Intermediate/Build, because the amount of data is large. . . Summary A source code, simply set a version number, can be compiled into multiple different versions of Houdini Engine Of course, the main reason is that the compiler automatically searches for the relevant header files and static libraries in the local Houdini installation directory through the version number during the compilation process. The version number is used to define the path that the compiler searches for VS compile log Therefore, if you don't find an official official compiled version that suits your needs, you can try to compile it yourself, or modify the source code. Stepping on the pit of the past At first, I looked at the official documents and said that it was compiled with UE source code. In fact, the distribution engine is also possible. . . The time and hard disk capacity required to compile UE source code is really a bottomless pit. . . (Jupiter) And the plug-in compiled from UE source code is installed to the release version, indicating that the version is inconsistent and incompatible. . . Therefore, it is best to use which version of the engine (release or compiled version) to use to compile the plugin. . . ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas Quote Link to comment Share on other sites More sharing options...
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