![]() Prefacing this with the disclaimer that I use Houdini and UE4 as a hobbyist, so the requested capability might not be as useful as it sounds in more complex pipelines. Basically it can't bakeout the heightfield at all by using pdg. ![]() it can generate the sublevel but without heightfield. when you bake out something, if it have some meshes or instances. I'm using UE 4.26 and compiled the latest houdini engine (with 408) by myself. Anyone with the same issue, or is this a known bug? yeah, I have the same issue. I've ruled out the possibility of it having to do with incompatible resolutions (the SOP example uses the exact same 4033x4033 heightfield) or any incorrect attributes (again, exact same as the SOP HDA). I've tested this in a normal SOP-level HDA as well and with a simple setup, that one works fine. I'm following a somewhat similar setup to the Procedural Desert tutorial by Simon Verstraete. Now, I've done a week of extensive testing and I can't figure this one out: Whenever I try to bake my environment into world composition levels (using the 'Unreal World Composition Prepare' node), either the levels don't show up at all or they show up without the landscape / heightfield component. I've already had a lot of bugs and crashes with the earlier betas of HEv2, but the latest build ironed some of those out. I'm working on a large-scale environment processing tool for a project, for which I'm using PDG and world composition functionality in Unreal Engine. ![]() JvK Artwork Hey guys, I'm having a pretty detrimental issue with Houdini Engine v2 right now. Anyone with the same issue, or is this a known bug? But this is not the case.Hey guys, I'm having a pretty detrimental issue with Houdini Engine v2 right now. ![]() In the Ideal case I would expect to be able to check Import As Reference and get the points with the unreal_input_mesh_name or unreal_instance attributes being accessible on the point or the associated primitive directly. But it seems to fail with the StaticMesh. Ideally that's why import as reference exists. Then in my HDA I unpack to get the first primitive and can then rebuild the asset references for all the objects on my scene. There seem to be an issue with the nodes generated by the engine (I'm using session sync so maybe this is specific to session sync but I doubt it) One workaround I found was to used Pack geometry before merging on my world outliner input (I'm using a bound Selector). (first post here) I have been having issues also with the world outliner and input as reference in UE 4.25 I am trying to get a large number (800+) of actors and Those that have a StaticMeshInstance get transfered properly, others do not. ![]()
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