sideeffects / HoudiniEngineForUnreal-v2

Houdini Engine Plugin for Unreal Engine 4 - Version 2
http://www.sidefx.com/unreal
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Landscape components and foliage disappear when baking PDG output #111

Open JVKArtwork opened 3 years ago

JVKArtwork commented 3 years ago

Confirmed for at least the 18.5 - 4.25 and 18.5 - 4.26 versions.

When using the 'Unreal World Composition Prepare' node in a PDG system, everything cooks just fine in the persistent level. However, when baking the PDG asset, landscape components and instances marked as foliage disappear completely. Regular instances and geometry are saved out to the correct sublevels, but no landscapes / streaming proxies or foliage instances are created. If a level doesn't have instances or geometry on that tile, no level will be created at all.

Below I added screenshots of the world composition setup in Houdini, the cook results and the baking results. (Foliage instances would show up in the bake if they're not marked as unreal_foliage).

setup cook bake

JVKArtwork commented 3 years ago

EDIT: I'm made a simple SOP alternative to this and it's kind of the other way around with SOP HDAs: Landscapes bake to their sublevels fine, but geometry and foliage always bake to the persistent level. Again, normal instances also bake to sublevels fine.

zeemzoet commented 3 years ago

I've got the same issue!

faxcorp commented 1 year ago

Guys its super cryptic in the documentation and theres just no info on this, but you have to add "unreal_split_attr" point attribute of string type with the value of "tile". Then add a point attribute of integer type with the tile number. This will split hierarchical static meshes into separate actors for every tile.