Description:
importing .bgeo files to Unreal Engine ignores the "shop_materialpath" attribute, i.e the resulting mesh only has a single "default" material assignment. I would expect a material slot be created for each unique "shop_materialpath" attribute, the same as fbx import does. This same behavior is evident if the bgeo file is loaded via a Houdini Digital Asset containing a bgeo file without an embedded material subnet.
The "unreal_material" attribute builds multiple material slots as expected (as long as the specified materials exist in the unreal project).
I would like a simple way to import .bgeo files and have material slots created without needing the materials to already exist in the unreal project, and without having to embed material networks in an HDA asset. This is a typical fbx import workflow but does not seem to be possible when importing .bgeo files currently.
Houdini Engine 2.0 Unreal Engine 4.26
Description: importing .bgeo files to Unreal Engine ignores the "shop_materialpath" attribute, i.e the resulting mesh only has a single "default" material assignment. I would expect a material slot be created for each unique "shop_materialpath" attribute, the same as fbx import does. This same behavior is evident if the bgeo file is loaded via a Houdini Digital Asset containing a bgeo file without an embedded material subnet.
The "unreal_material" attribute builds multiple material slots as expected (as long as the specified materials exist in the unreal project).
I would like a simple way to import .bgeo files and have material slots created without needing the materials to already exist in the unreal project, and without having to embed material networks in an HDA asset. This is a typical fbx import workflow but does not seem to be possible when importing .bgeo files currently.