Open adambrown opened 4 years ago
Hi Adam,
Thanks for bringing this up, there was actually a few issues behind this:
We thought that "Instanced inputs" were a bit confusing, as those were actually controlling the variations used on the instancers outputted by the plugin. So we've decided to move the instancers variations with the other outputs in v2.
I'll be committing shortly an update/new release for the alpha that has this fixed. Instance variations are properly grouped under their parent instancers, and use the custom name specified by the attribute.
We're still actively working on improving v2's UI, so please let us know if you have other similar issues.
Thanks!
Thanks for the clarity Damien. Looking forward to that update.
We're paused on looking at it for the moment due to the issues I think Cort has already raised. It's a hassle to push code if I can't post game binaries and editor binaries to UGS, and those issues stop me from cutting game binaries. As soon as that issue is resolved though, we'll be back at it again.
I may have hit some additional compile errors beyond the ones Cort has posted so far. I stopped trying to get it to compile after I hit 20 errors or so. Some of the issues don't surface until you fix the ones in front of them first. I'll have another look through and see if I can add any to the list in Cort's issue.
Instanced Inputs I believe used to display the unreal_generated_mesh_name so there was a way for technical artists to give instancers a useful name in Houdini Core and have designers and programmers use the names in engine. In this version it appears these all come through with unreadable names that make it hard to deal with when you have a few hundred things in the list.
Is there a new way to specify useful names for these in Houdini Core?