https://github.com/adrianpangithub/houdinipcgtranslator
Unreal PCG ⇋ Houdini Engine: Real-Time Data Translator
https://github.com/adrianpangithub/houdinipcgtranslator
cpp hda houdini houdini-engine houdiniengine pcg ue unreal unreal-engine unreal-pcg unrealengine unrealpcg
Last synced: 5 days ago
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Unreal PCG ⇋ Houdini Engine: Real-Time Data Translator
- Host: GitHub
- URL: https://github.com/adrianpangithub/houdinipcgtranslator
- Owner: AdrianPanGithub
- License: mit
- Created: 2024-12-10T15:04:13.000Z (4 months ago)
- Default Branch: main
- Last Pushed: 2025-03-02T09:20:36.000Z (about 2 months ago)
- Last Synced: 2025-03-29T13:06:46.071Z (26 days ago)
- Topics: cpp, hda, houdini, houdini-engine, houdiniengine, pcg, ue, unreal, unreal-engine, unreal-pcg, unrealengine, unrealpcg
- Language: C++
- Homepage: https://youtu.be/MLbhgsCSqoQ
- Size: 161 KB
- Stars: 37
- Watchers: 1
- Forks: 3
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
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README
# Houdini PCG Translator
Welcome to the [repository](https://github.com/AdrianPanGithub/HoudiniPCGTranslator) for the Houdini PCG Translator For Unreal.
This plug-in provides seamless integration between Houdini Engine and Unreal PCG, without any exchange files. Allow both PCGDataAsset input and output, and PCGComponent input.
Also see [Tutorial](https://youtu.be/MLbhgsCSqoQ)# Compatibility
This plug-in relies on **my custom** [HoudiniEngineForUnreal](https://github.com/AdrianPanGithub/HoudiniEngineForUnreal), so similar [compatibility](https://github.com/AdrianPanGithub/HoudiniEngineForUnreal#compatibility) as the Houdini Engine, but only support Unreal >= 5.4 (Examples only run with 5.5).
# Installation
01. In this GitHub [repository](https://github.com/AdrianPanGithub/HoudiniPCGTranslator), click [Releases](https://github.com/AdrianPanGithub/HoudiniPCGTranslator/releases) on the right side.
02. Download the Houdini PCG Translator zip file that matches your Unreal Engine Version.
03. Extract the **HoudiniPCGTranslator** and **HoudiniEngine** to the **Plugins** of your Unreal Project Directory.e.g. `C:/Unreal Projects/MyGameProject/Plugins/HoudiniPCGTranslator` and `C:/Unreal Projects/MyGameProject/Plugins/HoudiniEngine`
# Tutorial/Example
[Tutorial](https://youtu.be/MLbhgsCSqoQ)
Require Unreal Engine >= 5.5 to run these examples.
See `/HoudiniPCGTranslator/Example/EUBP_HE_Example_PCGDataInput` and `/HoudiniPCGTranslator/Example/he_example_pcg_data_output` in the content of this plug-in.# Usage Brief
Support both input and output of PCGDataAsset and input of PCGComponent(**Wire the data to the output node in PCGGraph**, then Using actors(world) input)
Support PCGPointData, PCGSplineData and PCGDynamicMeshData(>= 5.5)
Here are some attributes for PCG data input and output
i@**unreal_output_pcg_data_asset**
= 1 on detail, curves/points will output as PCGSplineData/PCGPointData/PCGDynamicMeshData in PCGDataAsset
@**unreal_pcg_attribute_***define a PCG attribute, support float, int, vectors, transform, quaternion, object path, string, etc.
s[]@**unreal_pcg_tags**Tags on PCGData, useful when output splines that tagged with building grammers. Could be either string or string array.
s@**unreal_object_path**define where PCGDataAsset should be created at.
@**P, p@rot, v@scale**General attributes for PCGSplineData and PCGPointData input and output. For PCGSplineData input, must add parm tag { import_rot_and_scale = 1 } to operator path input parm.
f@**density, v@Cd, f@Alpha**General attributes for both PCGPointData input and output
v@**unreal_spline_point_arrive_tangent**, v@**unreal_spline_point_leave_tangent**Attributes for specify point tangents on PCGSplineData
i@**curve_closed**on curves, to define whether a spline is closed or open
i@**curve_type**if no tangents found, then this attribute can be used to set spline point as linear( = 0)