Commit 7f65191
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Houdini Engine for Unreal - Version 2.0.2
Update 2 of the V2 Plugin.
The plug-in is now linked to Houdini 18.5.596 / HAPI 3.6.2.
Documentation for version 2.0 of the plug-in is available:
https://www.sidefx.com/docs/unreal/
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New features:
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- Added support for Landscape Edit Layers:
Output: Heightfield data can now be assigned to landscape edit layers on existing landscapes. Those landscapes need to have the "Enable Edit Layers" option enabled. The "unreal_landscape_editlayer_landscape" prim string attribute can be used to set the name of the target landscape actor. The "unreal_landscape_editlayer_name" prim string attribute can be used to set the name of the targeted edit layer. Finally, the "unreal_landscape_editlayer_after" primitive string attributes can be used to specify the name of another layer that the target layer should be created after.
Input: If a Landscape with edit layers is used as input, the (final) heightfield and paint layers are still imported as usual, but we will also create heightfields of the individual edit layers using the layer names, prefixed by landscapelayer_. The imported layers will be hidden by default, and the visibility SOP is needed to unhide them.
- Added a public API to the plugin:
The API supports instantiating HDAs, setting parameters and inputs, cooking, inspecting and baking outputs of instantiated HDAs via C++, Blueprints and Python.
The API has an example Editor Utility Widget and example Python scripts in the plugin's "Content/Examples" folder.
Documentation for the public API will be added soon to the plugin's documentation.
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Bug fixes:
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- Fixed a regression that caused generic property attributes to not always be properly applied to generated Static Mesh Components. (specifically when using RawMeshes).
- Fixed "unreal_uproperty_CollisionProfileName" not being properly applied in some cases.
- Fixed crash when using the bake button in the output section.
- Generic property attributes are now applied on spline outputs.
- Textures from Houdini Materials are now created only if the corresponding "use" parameter isn't disabled.
- Reduced the number of HAPI calls when translating Houdini materials.
- Optimized mesh creation. (removed redundant calls to Physics/NavCollisions functions that are already part of the StaticMesh::Build function)
- Mesh creation: removed unnecessary attempt to load an unreal material with an invalid path.
- Fixed World inputs creating invalid input nodes with "Import as Reference" enabled.
- Fixed "Import as Reference" not triggering input updates when disabled.
- Fixed issues with multiparm/ramps sync if a HDA's parameter interface had changed. This could cause mix-ups in the multiparms children parameters, and even crashes due to a recursive loop after load/rebuild.
- Fixed missing output detail UI when an output's node is marked as editable but is not an editable curve.
- Fixed potential crash caused by the plugin attempting to update rendering while loading a level.
- Fixed an issue that caused OBJ HDAs with nested OBJ_geo subnets to not display/use the main OBJ geo. This caused some HDAs that used vellum solvers/DOP networks to not properly output their results.
- Float Vector3 parameters now have spin buttons on the XYZ values.
- Fixed regression causing mesh sockets to be ignored when they were on a separate part. This was likely to happen when using socket groups on "floating" points (point that are not used by a mesh).
- Fixed generated mesh sockets displaying the default "Not found" mesh when they had no actor assigned. We only display the default mesh when we failed to attach or spawn the assigned Actor.
- The output UI for Proxy meshes now display the number of sockets found in the output.
- Fixed issue where landscape updates wouldn't immediately update viewport after cooking.
- Fixed material assignments for Meshes with LODs (when using RawMesh) Before, all LODs used the first material.
- Fixed materials being mixed up when using multiple point instancers with the "unreal_split_attr" attributes. Only the first instancer had the proper materials.
- Fixed multiple issues when importing one/multiple landscape proxies via a world/landscape input:
- The paint layers data were not properly converted to HF masks when converting the landscape to Heightfield.
- Fixed landscape proxies having an incorrect transform in Houdini.
- Fixed multiple landscapes not being imported properly with World Inputs.1 parent 8a254df commit 7f65191
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