Version 2.0.8 - Houdini 19.0.531
Update 8 of the V2 Plugin.
The plugin is now linked to Houdini 19.0.531 / HAPI 4.2.10.
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, UE5-preview1 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.
UE5-Early Access 2 code/binaries are only available on this release page.
Also, if you are using the EA2 or Preview1 binaries with the UE5 version from the Epic Launcher, please make sure to install the plugins as a project plugin, not an engine plugin (copy the plugin in your project's Plugins/Runtime folder, or create it if the folder doesn't exist).
Changes:
- Set Static Mesh's Collision Trace Flag to Use Complex as Simple when assigning collision geometry.
- Fixed a bug with static mesh translation where output attributes, such as unreal_output_name, would not always be correctly processed if the mesh has LOD or collision groups.
- Fixed an issue where landscape height offset would be applied twice when sending landscape data to Houdini.
- Ensure landscape transform is updated when performing Recommit Landscape.
- Fixed Houdini Engine Session lost when sending/receiving a large amount of data (with either meshes, landscapes, textures... etc).
These regressions were introduced in H19.0 after an update of the thrift library that HAPI uses for IPC. - Fixed the plugin not being able to input/output large Heightfields/landscapes.
This was caused by an update to the thrift libraries in Houdini19.0 that introduced a max buffer size for transporting data to/from the session.
The data is now sent/received in chunks when bigger than the max buffer size. - Merged PR#151 on behalf of Mystfit : Fixed some RHS float type mismatches against the UE5-main branch.
- Merged PR#148 on behalf of dearamy : Fix UE5 Crash when input asset is a data table.
- The plugin will now proactively check for failures when starting Houdini SessionSync instead of waiting for the timeout.
- Fixed a bug where viewing the details panel of a HoudiniAssetComponent with a PDG asset link would crash Unreal (only in UE5).
- Fixed the HE session being lost after Playing In Editor when not using Session Sync. The session is now properly restarted.
- Fixed linux build issue.
- Fixed not being able to have different "unreal_nanite_enabled" states in the same HDA. It is now possible to output both nanite and regular meshes in the same HDA. The other nanite attributes do not enable nanite, and the "unreal_nanite_enabled" attribute must now be present (and non-zero) to output a nanite mesh.
- Fixed a bug with instancing assets where assets were not always loaded from disk when not in memory.
- Only set Landscape layer NoWeightBlend option if a LayerInfo is created for the first time or if an attribute is present.
- Fixed a bug where baking landscape tiles as normal landscape actors (with the unreal_landscape_tile_actor_type attribute set to 0) to sublevels would create streaming proxies in the sublevels instead of landscape actors.