sideeffects / HoudiniEngineForUnreal-v2

Houdini Engine Plugin for Unreal Engine 4 - Version 2
http://www.sidefx.com/unreal
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Houdini Engine for Unreal - Version 2.0

Welcome to the repository for Version 2 of the Houdini Engine For Unreal Plugin.

As only version 2 of the plugin now ships with Houdini 19.0, regular updates of the version 2 plugin now happen on the HoudiniEngineForUnreal repository. The source code available on this repository is only for Houdini 18.5, and will not be receiving any new updates.

This plug-in brings Houdini's powerful and flexible procedural workflow into Unreal Engine through Houdini Digital Assets. Artists can interactively adjust asset parameters inside the editor and use Unreal assets as inputs. Houdini's procedural engine will then "cook" the asset and the results will be available in the editor without the need for baking.

Version 2 is a significant rewrite of the core architecture of the existing Houdini Engine plugin, and comes  with many new features, and improvements.

Here are some of the new features and improvements currently available:

Core:

Outputs:

Inputs:

General:

For more details on the new features and improvements available, please visit the Wiki. Documentation for version 2.0 of the plugin is also available on the Side FX Website.

Feedback

Please send bug reports, feature requests and questions to Side FX's support.

Compatibility

Currently, Version 2.0 has binaries that have been built for UE4.26 and UE4.25, and is linked with the latest production build of Houdini, H18.5.462.

Source code for the plugin is available on this repository for UE4.26, UE4.25, UE4.24, UE4.23 and the master branch of Unreal (4.27).

Version 2 is also partially backward compatible with version 1 of the Houdini Engine for Unreal plugin.

When loading a level that contains Houdini objects made with version 1, the plugin will attempt to convert the V1 components, parameters, inputs and outputs to their v2 equivalents.

Some HDAs might need to be rebuilt after the conversion for their parameters and inputs to be displayed properly by the v2 plugin.

The conversion of the legacy v1 data is still in progress and will be improved upon in the future. However, the Houdini Digital Assets themselves (the HDA files), that were created for version 1 of the plugin are fully compatible with version 2, as it supports most of version 1 workflows.

Installing the plugin

  1. Download the pre-built binaries of the plugin in the "Releases" section of this repository.

  2. Extract the "HoudiniEngine" folder in the release to the "Plugins/Runtime" folder of Unreal. You can install the plugin either directly in the engine folder (in "Engine/Plugins/Runtime/HoudiniEngine") or in your project folder (in "Plugins/Runtime/HoudiniEngine").

  3. Start Unreal Engine, open the Plug-ins menu and make sure to enable the HoudiniEngine v2 plug-in (in the Rendering section). Restart UE4 if you had to enable it.

  4. To confirm that the plug-in has been successfully installed and enabled, you can check that the editor main menu bar now has a new "Houdini Engine" menu, between "Edit" and "Window".

  5. You should now be able to import Houdini Digital Assets (HDA) .otl or .hda files or drag and drop them into the Content Browser.

  6. Once you have an HDA in the Content Browser you should be able to drag it into the Editor viewport. This will spawn a new Houdini Asset Actor. Geometry cooking will be done in a separate thread and geometry will be displayed once the cooking is complete. At this point you will be able to see asset parameters and inputs in the Details panel. Modifying any of the parameters will force the asset to recook and possibly update its geometry.

Building from source

  1. Get the UE4 source code from: https://github.com/EpicGames/UnrealEngine/releases
  2. Within the UE4 source, navigate to Engine/Plugins/Runtime, and clone this repo into a folder named HoudiniEngine.
  3. Download and install the correct build of 64-bit Houdini. To get the build number, look at the header of Source/HoudiniEngine/HoudiniEngine.Build.cs, under Houdini Version.
  4. Generate the UE4 Project Files (by running GenerateProjectFiles) and build Unreal, either in x64 Debug Editor or x64 Development Editor.
  5. When starting the Unreal Engine editor, go to Plug-ins menu and make sure to enable the HoudiniEngine v2 plug-in (in the Rendering section). Restart UE4 if you had to enable it.
  6. To confirm that the plug-in has been successfully installed and enabled, you can check that the editor main menu bar now has a new "Houdini Engine" menu, between "Edit" and "Window".
  7. You should now be able to import Houdini Digital Assets (HDA) .otl or .hda files or drag and drop them into the Content Browser.
  8. Once you have an HDA in the Content Browser you should be able to drag it into the Editor viewport. This will spawn a new Houdini Asset Actor. Geometry cooking will be done in a separate thread and geometry will be displayed once the cooking is complete. At this point you will be able to see asset parameters in the Details pane. Modifying any of the parameters will force the asset to recook and possibly update its geometry.