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Houdini Engine for Unreal - Version 2.0
Official release of version 2.0. The plug-in is now linked to Houdini 18.5.462 / HAPI 3.5.1. Documentation for version 2.0 of the plug-in is available: https://www.sidefx.com/docs/unreal/ ------------------------------------------------------- New features: ------------------------------------------------------- - Added back the Static Mesh Build Settings from v1 (tangent/normal generation, lightmap index etc.) Their values can be changed in the plugin's setting dialog. - Added back the Static Mesh Generation Properties from v1. Their default values can be set in the plugin settings, or overridden per HDA in the Houdini Mesh Generation section. - Added back the Houdini Engine commands from v1 (Houdini.BakeAll, Houdini.CookAll etc...) - Added support for 4.25 on Mac OS. ------------------------------------------------------- Bug fixes: ------------------------------------------------------- - Fixed instantiation loop that could lock up the editor when not having access to a license, and attempting to load an HDA without the source .hda file. - Fixed Open In Houdini / Open Session Sync not using the proper executable when using the steam version of Houdini Indie. We now try to use hindie.steam executable if houdini wasn't found - Fixed button parameters being triggered upon rebuild/recook. - Fixed button parameters being triggered on first cook after loading a level. - Fixed properties modified by attributes on instanced actors being lost upon baking. - Fixed possible crash with foliage instancers after load/new level - Fixed HARS/Houdini crashing when using linear and closed editable curves in a HDA. - Fixed primitive attributes on LODs (generic attributes, screensize) not being properly set due to invalid Prim/Vertex Index. - Fixed the lodX_screensize/unreal_uproperty_screensize attributes being ignored. - Restricted the classes displayed in the drop down menu when using string as asset picker without specify a class. Too many object types were listed, causing the drop down to be very slow to open. Any UObject can still be dragged and dropped on the asset picker. - Removed unnecessary Outer checks when baking landscape. This should fix Landscape Baking failing when using PDG. - Disabled the creation of attributes for material parameters of input meshes. This would cause crashes in HARC when a lot of of string attributes were sent. - Ticking is now limited to 1 tick per frame. This reduces game-thread starvation during cook, DXGI_ERROR_DEVICE_HUNG at the end of a cook when the command list is too big. - Optimization: Reduced unnecessary/redundant string fetch via HAPI when listing Generic Attributes, fixed slow object copy on some for loops. - Added some Insights tag for better profiling overview.
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