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Releases: sideeffects/HoudiniEngineForUnreal

Version 3.0.1 - Houdini 21.0.512

24 Oct 19:22

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The plugin is now linked to Houdini 21.0.512 / HAPI 8.0.2

Source code and binaries are included for:
UE5.6, UE5.5 on Windows.
UE5.5 and 5.4 on Mac OS (Apple silicon / x64).

Please note that the source code available in the 5.0 branch is compatible with UE 5.0 - 5.6.

There are now two versions of the plugins available: 5.X and 5.X-PCG.
As the name implies, the PCG version has direct integration and support for Unreal's PCG.
Since PCG itself is still considered experimental by Epic - and due to plugin dependencies - we still offer the option to use Houdini Engine without requiring PCG to be enabled.
If your project is using PCG and you wish to use Houdini Engine's PCG integration, please use the 5.X-PCG versions of the plugin.

Also, please remember that the plugin's binaries AND source code are always available with the launcher/installer for a given version of Houdini. If you install or want to use a daily build of Houdini, please use the version of the plugin binaries/source code included with it.

NEW FEATURES:

  • Added support for texture assets in geometry inputs.
  • Added the option to export additional geometry (a quad) when sending textures via inputs.
    This can be disabled by disabling the input's "Export Main Geometry" export option.
  • Added a new checkbox to plugin settings that will allow automatic sessions to launch a Session Sync session.
  • New Unreal Mesh translator code, which allows more efficient data transfer and fixes several issues related to the Reference Input Manager when a mesh is used multiple times in different inputs.
  • We now print the Houdini crash log to Unreal's log if the plugin thinks Houdini has crashed.
  • Added additional PCG status message.
  • Added support for UE5.7 - the plugin source can be built with UE5.7 preview 1.

BUG FIXES:

  • Fixed PDG Output Actor parenting not working.
  • Fixed PDG Output Filter not being settable.
  • Fixed a regression that caused double instancers to be generated after baking when an HDA outputs both meshes and instancers.
  • Fixed various issues with texture asset support in geometry input.
    Updating the export options or resending the same texture now behaves properly.
  • Fixed build issues when building the plugin as an engine plugin due to category specifiers.
  • Fixed bugs occurring when two inputs shared the same mesh with different values of the "Export Main Geometry" option.
  • Fixed unreal_bake_folder and unreal_output_name not being applied to geometry collections.
  • Fixed geometry collection actor parenting.
  • Meshes without LOD export enabled no longer receive an LOD group.
  • Fixed build errors and warnings with the preview build of UE5.7.
  • Work around an issue where Unreal would assert if the Geometry Collection were updated.
  • Fixed backed actors not recentering correctly.
  • Height field transforms are now applied when creating landscapes in Unreal.
  • Fixed an issue where multiple landscapes could not be exported to the same output.
  • Fixed an issue where the asynchronous PDG importer would error when using existing materials.
  • Fixed PCG inputs not showing up in the graph.
  • Fixed baked instance actors staying as children of the HDA actor.
  • Fixed PDG delegates being bound incorrectly.
  • Fixed Bake To Blueprint option not being available in PDG.
  • Fixed bake and temp folders not being applied from presets.
  • Fixed an issue where the plugin would crash if receiving invalid transforms from Houdini.
  • Fixed the cook button not functioning correctly.
  • Fixed an issue where HLODs and Daya Layers would not be imported correctly when using the Async Importer.
  • Fixed incorrect UI input label (Curve inputs showed up as PCG inputs in the details panel)

Version 3.0.0 - Houdini 21.0.440

02 Sep 22:40

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The plugin is now linked to Houdini 21.0.440 / HAPI 8.0.0

Source code and binaries are included for:
UE5.6, UE5.5 on Windows.
UE5.5 and 5.4 on Mac OS (Apple silicon / x64).

Please note that the source code available in the 5.0 branch is compatible with UE 5.0 - 5.6.

There are now two versions of the plugins available: 5.X and 5.X-PCG.
As the name implies, the PCG version has direct integration and support for Unreal's PCG.
Since PCG itself is still considered experimental by Epic - and due to plugin dependencies - we still offer the option to use Houdini Engine without requiring PCG to be enabled.
If your project is using PCG and you wish to use Houdini Engine 's PCG integration - please use the 5.X-PCG versions of the plugin.

Also, please remember that the plugin's binaries AND source code are always available with the launcher/installer for a given version of Houdini. If you install or want to use a daily build of Houdini, please use the version of the plugin binaries/source code included with it.

NEW MAJOR FEATURES:

  • PCG support:
    Allows using HDAs inside of a PCG Graph (not at runtime).
    Similar to the public API, it supports using HDAs inputs, outputs, parameters etc.. directly inside a PCG Graph.
    More info on PCG support can be found in the plugin's documentation

PCG is only supported in UE5.5 and up - and you need to use the dedicated 5.X-PCG versions of the plugin.

  • COPernicus support:
    Added support for COPernicus textures and the COP Preview Material SOP.
    Textures can now be fetched from COP nodes, and Unreal Textures can be sent to Houdini as COP nodes when using NodeSync.

  • Houdini Asset Editor:
    This is similar to Unreal’s Mesh Editor.
    When double clicking on an HDA in the content browser, an editor opens, allowing you to set parameters, inputs, cook/bake HDAs
    directly without the need to instantiate them in the world.

More info on the Houdini Asset Editor can be found in the plugin's documentation.

  • Houdini Cookable:
    This is a major internal refactor of the core systems plugin, that allows using Houdini nodes without requiring a Component and Actor.
    All the logic and data needed to use Houdini nodes in Unreal has been moved from the Houdini Asset Component to a new Houdini Cookable Object.
    This means HDA no longer need to be placed in the world to be cooked.
    The plugin is fully backward compatible - old components will be converted to Cookable upon loading them with the new plugin.

But please note that some of the properties on the HoudiniAssetComponent have been renamed - some details unreal_property_XXX attributes that changed properties on the HoudiniAssetComponent itself will need to be updated.
Custom code changes made to the plugin that used the HAC directly will also likely need to be updated - please pay attention to the deprecation warnings.
More info on the Houdini Asset Editor can be found in the plugin's documentation.

CHANGES:

  • Added a new β€œBake to Asset” mode - that directly bakes to Content Browser assets.
  • World input now have an auto update toggle, a button for manual update, and an updated UI.
  • A new β€œExport Main Geometry” checkbox has been added to input's export options.
    By disabling it, this allows exporting only colliders on a given input.
  • Geometry Collection UI update and bug fixes.

Version 2.2.10 - Houdini 20.5.654

10 Jul 15:16

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The plugin is now linked to Houdini 20.5.654 / HAPI 7.0.10

Source code and binaries are included for:
UE5.6, UE5.5, UE5.4 on Windows.
UE5.5 and 5.4 on Mac OS (Apple silicon / x64).

Please note that the source code available in the 5.0 branch is compatible with UE 5.0 - 5.6.

Also, please remember that the plugin's binaries AND source code are always available with the launcher/installer for a given version of Houdini. If you install or want to use a daily build of Houdini, please use the version of the plugin binaries/source code included with it.

CHANGES:

  • Added support for UE5.6.
  • World Input:
    • Added the option to automatically enable/disable automatic updates.
    • Added the ability to manually update the input object via a refresh button.
    • Improved World Input UI, layout and...
  • Added a checkbox to input and node Sync's export options: "Export Main Geometry"
    This lets you decide if you want to send the mesh's main geometry via the input, and can be useful if, for example, you only want to send the colliders, sockets, or LODs for a given mesh.

BUG FIXES:

  • Fixed issues caused by the HoudiniAssetComponent unregistering itself a second time in its destructor.
  • Prevent splines from potentially becoming invisible (thus ineditable) if the "visible" property was modified by generic property attributes.
  • Fixed crash when trying to instantiate Blueprint Generated Classes via an attribute instancer.
  • Fixed incorrect bounds when focusing on the HoudiniAssetActor.
  • Added missing include for non-pch/non unity builds.
  • Fixed potential crash in the InstanceTranslator.

Version 2.2.9 - Houdini 20.5.613

29 May 23:33

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The plugin is now linked to Houdini 20.5.613 / HAPI 7.0.10

Source code and binaries are included for:
UE5.5, UE5.4 on Windows and Mac OS (Apple silicon / x64).

Please note that the source code available in the 5.0 branch is compatible with UE 5.0 - 5.5.

Also, please remember that the plugin's binaries AND source code are always available with the launcher/installer for a given version of Houdini. If you install or want to use a daily build of Houdini, please use the version of the plugin binaries/source code included with it.

CHANGES:

  • Fixed crash after multiple Play In Editor sessions, or when PIE after refining proxies.
  • Fixed the "Reversed" button on curve inputs not being functional.
  • Fixed Parameter UI sometimes "disappearing" after loosing the session or after Playing In Editor.
  • Fixed an issue where geometry collection settings would not be read correctly.
  • Fixed an issue where "refreshing" PDG would not complete correctly.
  • Fixed nodes not being properly cleaned up after deleting HDAs/loading new maps.

Version 2.2.8 - Houdini 20.5.584

02 May 20:47

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The plugin is now linked to Houdini 20.5.584 / HAPI 7.0.10

Source code and binaries are included for:
UE5.5, UE5.4 on Windows and Mac OS (Apple silicon).

Please note that the source code available in the 5.0 branch is compatible with UE 5.0 - 5.5.

Also, please remember that the plugin's binaries AND source code are always available with the launcher/installer for a given version of Houdini. If you install or want to use a daily build of Houdini, please use the version of the plugin binaries/source code included with it.

Version 2.2.7 - Houdini 20.5.550

27 Mar 21:49

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The plugin is now linked to Houdini 20.5.550 / HAPI 7.0.10

Source code and binaries are included for:
UE5.5, UE5.4 on Windows and Mac OS (Apple silicon / x86).

Please note that the source code available in the 5.0 branch is compatible with UE 5.0 - 5.5.

Also, please remember that the plugin's binaries AND source code are always available with the launcher/installer for a given version of Houdini. If you install or want to use a daily build of Houdini, please use the version of the plugin binaries/source code included with it.

CHANGES:

  • Parameter presets are now only applied upon rebuilding an HDA.
    This fixes an issue where changing a parameter just after loading a level would cause parameters to revert to their previous values,
    ignoring the parameter change that triggered the cook.
  • Fixed some build issues with some UE build configuration / when building UE-Main
  • Fixed some missing includes that happened with some build configurations.

Version 2.2.6 - Houdini 20.5.522

04 Mar 00:46

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The plugin is now linked to Houdini 20.5.522 / HAPI 7.0.9

Source code and binaries are included for:
UE5.5, UE5.4 on Windows and Mac OS (Apple silicon / x86).

Please note that the source code available in the 5.0 branch is compatible with UE 5.0 - 5.5.

Also, please remember that the plugin's binaries AND source code are always available with the launcher/installer for a given version of Houdini. If you install or want to use a daily build of Houdini, please use the version of the plugin binaries/source code included with it.

CHANGES:

  • Invalidate HAPI node info when connecting to a new session.
    This prevents potential issues with old node ids being reused.
  • Fixed a crash that occurred when sending data to Houdini with the NodeSync panel closed.
  • Fixed an issue where bake actor name (and other attributes) would be incorrectly applied to split attributes.
  • Fixed an issue that caused all Houdini Components to be unregistered, and thus inactive after deleting another one.
  • Fixed issues that could cause parameters/inputs not to be properly set after rebuilding/recooking/on first cook after load.
  • Added new setting, "UsePresetsForParameters" that disables setting parameters in bulk with presets
    This can be used for troubleshooting issues only with parameters after loading/rebuilding HDAs.

Version 2.2.5 - Houdini 20.5.487

24 Jan 17:14

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The plugin is now linked to Houdini 20.5.487 / HAPI 7.0.9

Source code and binaries are included for:
UE5.5, UE5.4 on Windows and Mac OS (Apple silicon / x86).

Please note that the source code available in the 5.0 branch is compatible with UE 5.0 - 5.5.

Also, please remember that the plugin's binaries AND source code are always available with the launcher/installer for a given version of Houdini. If you install or want to use a daily build of Houdini, please use the version of the plugin binaries/source code included with it.

CHANGES:

  • Convert raw pointers used as members in the plugin classes to TObjectPtr<>.
    This change should allow the usage of incremental garbage collection / incremental reachability analysis on your projects.
  • Only use one session when using Shared Memory, since Shared Memory is only allocated once per process.
  • Fixed an issue where errors may occur when sending animations to Houdini.
  • Fixed issues with motion clips being exported and imported incorrectly.
  • Animation nodes are no longer cooked when created by the plugin.
  • Enforce skeleton bone order required by Unreal when importing from Houdini.
    Updated KineFXToUnreal HDA.
  • Fixed an issue where skeletal meshes may use incorrect bones when using an existing Unreal skeleton.
  • Fix for components not registering owned objects.
  • Added the Houdini.DumpNode console command to print details of a Houdini Node, as seen by Houdini Engine.
    This is mostly useful for debugging or for developers customizing the plugin.
  • Internal fixes for unit tests on Unreal 5.5

Version 2.2.4 - Houdini 20.5.445

12 Dec 21:50

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The plugin is now linked to Houdini 20.5.445 / HAPI 7.0.7

Source code and binaries are included for:
UE5.5, UE5.4 on Windows and Mac OS (Apple silicon).

Please note that the source code available in the 5.0 branch is compatible with UE 5.0 - 5.5.

Also, please remember that the plugin's binaries AND source code are always available with the launcher/installer for a given version of Houdini. If you install or want to use a daily build of Houdini, please use the version of the plugin binaries/source code included with it.

CHANGES:

  • Added UE5.5 binaries for the Houdini for Unreal plugins.
  • Improved the performance of deleting light actors when recooking.
  • Fixed data layers and HLODs not being applied correctly to all instancers.
  • Fixed hda_level macro not expanding correctly in World Partitioned levels.
  • Data Layers and HLOD Layers are now applied to Landscape Streaming Proxies as well as the parent landscapes.
  • Updated UI for the multi-asset selection dialog. It is now scrollable, resizable and has display options for hiding parts of node names (namespace, version...).
  • Removed benign warning when setting actor labels in world partition levels.
  • Fixed bake outlinder folder not being set correctly if specified on a primitive attribute.
  • Fixed unreal_output_name not being read correctly for primitive and detail attributes.
  • Added support for landscape creation in Unreal 5.5.
  • Fixed an issue where the edit layer name could be ignored when creating a landscape.
  • Landscape import performance optimizations.
  • HDAs are now placed in a dormant state if loaded as a level instance inside a level. Editing the level instance will allow the HDA Component to be cooked. This fixes several issues when using level instances.
  • Fixed a regression that caused an infinite loop setting landscape spline segment meshes by attributes.

Version 2.2.3 - Houdini 20.5.410

08 Nov 20:12

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The plugin is now linked to Houdini 20.5.410 / HAPI 7.0.6

Source code and binaries are included for:
UE5.4, UE5.3 on Windows and Mac OS (Apple silicon).

Please note that the source code available in the 5.0 branch is compatible with UE 5.0 - 5.4.

Also, please remember that the plugin's binaries AND source code are always available with the launcher/installer for a given version of Houdini. If you install or want to use a daily build of Houdini, please use the version of the plugin binaries/source code included with it.

CHANGES:

  • Added support for Starting/Stopping HAPI Performance monitoring.
    This can be done by using the Houdini.StartHAPIPerformanceMonitor and Houdini.StopHAPIPerformanceMonitor commands respectively.
    The performance logs can then be easily viewed by opening the Performance Monitor in Houdini when using session sync.
    The HAPI traces are stored in the current unreal trace directory.

  • Added support for the "unreal_pdg_asset" detail attribute.
    It can be used to indicate to the plugin if an HDA is expected to use PDG.
    This is especially useful on big HDAs that contain a lot of nodes - as it will speed up instantiation and rebuild times significantly.

  • Added support for exporting Physics Assets for Skeletal Meshes from Houdini to Unreal. An auto-generated Physics Asset is now created by default.

  • Fixed build warnings and errors for UE5.5 preview 1.
    You should now be able to build the plugin from source with UE5.5 preview 1.
    However, incremental Garbage collection is still not supported by the plugin at the moment.

  • Fixed crash with landscape spline inputs.

  • Fixed incorrect Landscape Spline input Rotation values.

  • Fixed incorrect Landscape Spline input Mesh scale values.

  • Prevent an unreal crash if failing to commit landscape splines.

  • Optimizations for large HDAs (lot of noes/parameters).
    Rebuilding an HDA no longer causes every parameter to be individually re-set on the Houdini side.
    The plugin now relies on parameter presets for setting parameters on rebuilt/loaded HDAs.
    This significantly reduces the time needed for these operations on HDAs that have a lot of nodes and parameters.

  • Improved the performance of run-length encoding by limiting the number of packets created.

  • Fixed an issue where level instance inputs would not always be uploaded to Houdini.

  • Fixed an issue where animation matrices would be scaled in Houdini when importing from Unreal.

  • Fixed an issue where masks on height fields could sometimes have the wrong size when exporting to Houdini from Unreal.

  • Fixed an issue where level instances would not always bake in non-world partition levels.