Version 2.0.7 - Houdini 19.0.498
dpernuit
released this
14 Jan 23:22
·
210 commits
to Houdini19.0-Unreal4.27
since this release
Update 7 of the V2 Plugin.
The plugin is now linked to Houdini 19.0.498 / HAPI 4.2.8.
As only version 2 of the plugin now ships with Houdini 19.0, regular updates of the version 2 plugin now resume on this repository.
The source code available on this repository for the Houdini 19.0 branches is for the daily updates of the plugin, and will likely require the daily build of Houdini.
Source and binaries included for UE4.26 UE4.27, UE5-EA2, and the more recent unreal5.0 branch.
Please note that the source code now available in the Houdini19.0-5.00 branch is now for the recent unreal5.0, not for early access 2.
Changes:
- Fixed a bug where the StaticMesh translator would read point attributes from an incorrect point index.
- Fixed a bug with baking static mesh outputs where temporary complex collision meshes (the collision_geo group) would not be baked.
- Fixed a bug where the Temporary Cook Folder property on the HoudiniAssetComponent and the unreal_temp_folder attribute were not working correctly.
- Fixed a bug causing the plugin to create an extra empty Blueprint when importing BGEO files.
- Initialize collision profile on newly created static mesh components to match that of the HoudiniAssetComponent.
- Added unreal_landscape_layer_noweightblend and unreal_landscape_editlayer_subtractive attributes for landscape edit layers.
- Fixed an issue where the "Cook Output" button on the PDG Asset Link would only cook the first output instead of all outputs of the TOP network.
- Apply CollisionProfileName uproperty to generated static meshes.
- Landscape Modify Edit Layer output mode is now able to output multiple edit layers.
- Fix possible crashes during Landscape output cleanup.
- Fix issue where certain editor tools (such as Landscape Flatten tool) would constantly trigger HDA updates for landscape inputs.
- Added a new attribute, unreal_bake_actor_class, that can be used to set the class of the Actor that is spawned when baking to actors. If unreal_bake_actor_class is blank or missing, then an AActor is spawned.
- Updated the logic for UE5 GeometryCollection generation
- Added attributes unreal_gc_clustering_cluster_connection_type, unreal_gc_collisions_max_size, unreal_gc_collisions_damage_threshold, unreal_gc_collisions_collision_margin_fraction to control the new UE5 attributes
- Added attribute variants to UE5's new "size-specific data", which allows you to use an array of cluster objects rather than only a single one.
- Added geometry collection examples.
- Static mesh generation properties and mesh build settings from the HoudiniAssetComponent are now also used for static meshes generated by PDG.
- Fixed crash when HDA output node has template flag enabled.
- Fixed an issue with applying generic UProperty attributes to source models on static meshes where only the first source model's UProperties were updated. Additionally, generic attributes now only trigger updates on the corresponding UProperties if the current and new values are different.
- When PIE stops, only reconnect the Houdini session if it was previously connected.
- Added unreal_gc_cluster, which allows you to specify the cluster index for the geometry collection piece, allowing for multiple groups within one level for both input and output.
- Approximate simple box and capsule collider rotations when importing static mesh collision geometry into Unreal.