

Geometry inputs are used to marshall geometry from Unreal assets to Houdini. It will be only available if one of the mesh in the input has more than one LOD level, and when checked, all the LOD levels for each mesh will be marshalled to houdini, and each assign to a LOD groups. The Export All LODs checkbox is available for geometry and world outliner inputs. This allow you to have each object available as a packed primitive in Houdini, making instancing and differentiating objects easier, but can cause some issues depending on the way your hda is set up ( for example, scattering points on a packed primitive will not work correctly ). When checked, all the different meshes and objects in the input will be packed individually before being merged into your asset's input. The Pack Geometry Before Merging checkbox is available for geometry and world outliner inputs. To sum things up, if an asset actor is located at (10, 10, 10) in Unreal, the geometry's Transform will be (10, 10, 10) in Houdini if Keep World Transform is checked, or (0, 0, 0) if Keep World Transform is unchecked.

For Node Inputs, the Object Merge node is automatically created by Houdini engine, and set up in the same way that an object merge is used for Object Path Inputs. When geometry is marshalled to Houdini through an input, an Object Merge node is used to connect the asset and the geometry. The Keep World Transform checkbox is present for all input types, and controls the way the geometry / asset's transform is marshalled from Unreal to Houdini. If your input is an Object Path Inputs, its details, options and parameters will be listed in the same way in the Houdini Parameters part of the details panel.
#HOUDINI ENGINE UNREAL INPUTS UPDATE#
The details panel will then update and allow you to modify this input type's options and parameters. You can change Input Types by using the dropdown menu. If your asset has Node Inputs, the Houdini Inputs part of details panel of the asset will list them all in an Array. The default input type can be changed afterwards and will only be used on the first instantiation of the HDA. if none of the above condition is met, the default input type will be a Geometry Inputs.if the name contains asset or hda, the default input type will be an Asset Inputs.if the name contains world or outliner the default input type will be a World Outliner Inputs.

if the name contains landscape, terrain or heightfield the default input type will be a Landscape Inputs.if the name contains the**curve**, the default input type will be a Curve Inputs.You can set a different default input type by modifying the input name (for SOP inputs) or object path parameter label (for Object Path Inputs) so that it contains certain keywords: Unlike Node Inputs, it is not possible to set the Keep World Transform option on Object Path inputs.įor more details, please see Operator Path Parameters.īy default, the input type will be set to geometry when you instantiate the HDA in Unreal. They can be used for both Object-type assets and SOP-type assets to input geometry, but it is more common to use Node Inputs connections directly for SOP-type assets.
