I was googling this forever. No one else seems to know you can output splines from Houdini. It's a shame that it doesn't work within blueprints, though.
Man, I was looking for just a tutorial on how to get the curve working, and the tutorial answered my second question about how I'd get a camera and light to follow the curve too!
Thanks Simon, I have a problem though, I have Houdini20 commercial and Im a new user. I tried importing the simple chain tutorial from the Houdini channel but I dont get a spline actor in my houdini asset instance in the engine. So I came here to try your basic spline tutorial and I get the same result, an empty Houdini asset component with no spline. I tried downgrading the curve as suggested in other videos, that didnt work.... The only difference I see from my houdini graph to yours is that I got a Subnetwork input when I created the network\digital asset.... Anyone have any ideas?
You are the best. I've been watching you for years and having a random problem building an HDA I just google and you come up. I must keep up with my sub box, you are supplying us with good content!
Just curious, In my company we were only creating Houdini tools for ue. But now with utility widget and geometry script we barely use houdini, having the tool working inside unreal is a lot faster and no cooking issues when building binary, no compatibility issues with preview and others . Do you think more studios will move from Houdini to only unreal procedural tools?
For smaller tools perhaps, but considering how deep you can go with Houdini, especially on larger or interconnected toolsets, I don't think Unreals scripting language will replace it completely. I can see companies (that are informed about both approaches) using a hybrid approach where they use both Houdini and Unreals script, depending on their needs and requirements.
Labs Building from partterns has a bug. If the prim is small. That will be not work . The prim has none windows. Another Build generater is work very well.
Hey Simon, how would we go about using the Unreal Spline component to drive Houdini processing? For instance, I want my end users to use the built-in Splines from Unreal that they're more familiar with and then pipe that into Houdini to be used, this will also allow them to use splines that they've already created previously, any tips or advice would be greatly appreciated.
You would create an input on the hda and then in unreal when using the tool you can use the input menu and set to world outliner to pick objects from the scene like curves/splines
Hi Simon, thanks for this - I was finally able to put curve into UE (Houdini 19.5.435 + UE5.1.0), however, as soon as I use the curve with mesh - for example put regular Sweep to the output in Houdini, I loose the ability to modify the curve in UE and Im left with Static mesh component - do you have any advice?
@@CombatFXZone hey, I found out that if you use curve as it is, it is possible and working, but if the curve controls geometry (for example tubing), you cannot change the geometry based on the curve and also curve - I hope they will fix it soon
I was googling this forever. No one else seems to know you can output splines from Houdini. It's a shame that it doesn't work within blueprints, though.
Would it be possible to do this in construction script? Use the output curves to create some basic roads in unreal
Man, I was looking for just a tutorial on how to get the curve working, and the tutorial answered my second question about how I'd get a camera and light to follow the curve too!
Thanks Simon,
I have a problem though, I have Houdini20 commercial and Im a new user. I tried importing the simple chain tutorial from the Houdini channel but I dont get a spline actor in my houdini asset instance in the engine. So I came here to try your basic spline tutorial and I get the same result, an empty Houdini asset component with no spline. I tried downgrading the curve as suggested in other videos, that didnt work.... The only difference I see from my houdini graph to yours is that I got a Subnetwork input when I created the network\digital asset.... Anyone have any ideas?
Simon, you're a legend, this is exactly what I was looking for recently - how to implement an HDA into Blueprints. Love it.
Thanks Alex :) it can be surprising what you can do combining HDA with blueprints
@@simonhoudini5074 hey dude my name is jae i have ue5 yt channel was curious if you do commision for houdini sims thanks!
Can we do all this with Apprentice?
You are the best. I've been watching you for years and having a random problem building an HDA I just google and you come up. I must keep up with my sub box, you are supplying us with good content!
Just curious, In my company we were only creating Houdini tools for ue. But now with utility widget and geometry script we barely use houdini, having the tool working inside unreal is a lot faster and no cooking issues when building binary, no compatibility issues with preview and others . Do you think more studios will move from Houdini to only unreal procedural tools?
For smaller tools perhaps, but considering how deep you can go with Houdini, especially on larger or interconnected toolsets, I don't think Unreals scripting language will replace it completely. I can see companies (that are informed about both approaches) using a hybrid approach where they use both Houdini and Unreals script, depending on their needs and requirements.
I agree here with EHoudiniAcademy. It eventually can end up with hybrid approach and build tools where it makes sense for the team and the project.
Hey simon. How to export point instance animate to UE? Just like houdini copy to points.Thanks!
Labs Building from partterns has a bug. If the prim is small. That will be not work . The prim has none windows. Another Build generater is work very well.
@simonhoudini
Thank you!!!
Hey Simon, how would we go about using the Unreal Spline component to drive Houdini processing? For instance, I want my end users to use the built-in Splines from Unreal that they're more familiar with and then pipe that into Houdini to be used, this will also allow them to use splines that they've already created previously, any tips or advice would be greatly appreciated.
You would create an input on the hda and then in unreal when using the tool you can use the input menu and set to world outliner to pick objects from the scene like curves/splines
@@simonhoudini5074 oh gosh, so easy !! Thanks again Simon
Hi Simon, thanks for this - I was finally able to put curve into UE (Houdini 19.5.435 + UE5.1.0), however, as soon as I use the curve with mesh - for example put regular Sweep to the output in Houdini, I loose the ability to modify the curve in UE and Im left with Static mesh component - do you have any advice?
I have the same issue... any fix available?
@@CombatFXZone hey, I found out that if you use curve as it is, it is possible and working, but if the curve controls geometry (for example tubing), you cannot change the geometry based on the curve and also curve - I hope they will fix it soon
@@CombatFXZone i switched byck to old curve node . that seem to fix it.