Ramps UI has been improved, and it is easy to turn off auto-update while editing them.Folder UI (tabs, radio, collapsible) has been improved.HDA parameters and inputs editing now support multi-selection.You can alt-click on curve inputs or editable curves to create new points.A single curve input can now create and import any number of curves.World inputs can now import data from actors placed in a different level than the Houdini Asset Actors's.World inputs can now import data from all supported input objects (landscape, houdini asset actors.).World inputs have an improved bound selector mode, that lets them send all the actors and objects contained in the bounds of the selected object.Instancers and Foliage are now imported as packed primitives.World inputs can now read data from BSP brushes.Colliders on a Static Mesh can now be imported as group geometry.Curves can be outputed to SplineComponents by using the "unreal_output_curve" primitive attribute.A class can be directly instantiated by the "unreal_instance" attribute (ie “PointLight”, “AudioVolume”… ).It is possible to create foliage instances directly, without baking, when using the “unreal_foliage” attribute on an instancer.Material overrides and generic uproperty attributes can either be applied on the instancer, or per instance (when using mesh split instancers or instanced Actors).You can specify the level's path by using the new “unreal_level_path” attribute, that is also used by meshes and instancers so they can also be baked out to separate levels. World composition support: Tiled heightfields can now be baked to multiple landscape actors/steaming proxies, and will create/update the levels needed for world composition.Those can then be automatically refined to Static Meshes, either on a timer, or when saving/playing the level. Alternatively, you can also decide to use an even faster Proxy Mesh generation while editing the HDA.Static Mesh creation time has been optimized and now uses Mesh Descriptions.do not exhibit any of the issues that version 1 had with those operations. The plugin now relies exclusively on native, UProperties based serialization, so operations like cut and paste, move between level, duplicate etc. All the custom runtime components and actors used by the plugin now simply acts as data-holders, and are processed by the HoudiniEngine modules, removing the need to bake HDA before packaging a game. New and redesigned core architecture, more modular and lightweight.Īll the Houdini Engine/HAPI logic is now Editor-only and contained in the “HoudiniEngine” module.Here are some of the new features and improvements currently available: Version 2 is a significant rewrite of the core architecture of the existing Houdini Engine plugin, and comes with many new features, and improvements. Houdini's procedural engine will then "cook" the asset and the results will be available in the editor without the need for baking. Artists can interactively adjust asset parameters inside the editor and use Unreal assets as inputs. This plug-in brings Houdini's powerful and flexible procedural workflow into Unreal Engine through Houdini Digital Assets. The source code available on this repository is only for Houdini 18.5, and will not be receiving any new updates. ** 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. Welcome to the repository for Version 2 of the Houdini Engine For Unreal Plugin.
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