-
Notifications
You must be signed in to change notification settings - Fork 3
Description
In the current release, the .hda files are included directly next to the imported .uasset file. As convenient as this may seem, this introduces a few pitfalls:
- When viewing in UE's content browser, you will only see the .uasset files and not the HDA files.
- When you're using version control such as perforce or others, the hda files don't travel with the .uasset files and often if you empty out a folder, the folder can never be properly deleted due to the left over files inside that UE's content browser cannot see.
- An option I usually do is to include them separately outside of the uplugin, so that it can be organized into the Houdini environment folder or the user specific otl folder defined with
HSITE - With the .hda files scattered into the various directories, it also makes it hard to aggregate all of these paths into
HOUDINI_PATHfor it to be recognized within Houdini. It would eitehr require manually copying them into the environment, or appending a bunch of paths toHOUDINI_PATHfor each of the nested folders within this plugin.
An alternative is to re-import the HDAs into the uplugin directly next to the uassets in the plugin. Currently all the uassets are serialized to the sidefx artists' computer's absolute path which does not support re-importing. When you reimport the HoudiniAssets in UE right now it asks for the path of the hda file. If they're imported from the sibling location in the sample folder the assets will have a proper relative path.
This is an example of the current state:

This is with it reimported as a sibling file from which reimport will work properly:

Another note is that there is a naming inconsistency with the Boulder_Generator asset as shown in this screenshot:
