LogSlate: FSceneViewport::OnFocusLost() reason 0 LogCollectionManager: Fixed up redirectors for 0 collections in 0.000072 seconds (updated 0 objects) LogCollectionManager: Rebuilt the object cache for 0 collections in 0.000000 seconds (found 0 objects) LogStats: UGameplayTagsManager::ConstructGameplayTagTree: ImportINI prefixes - 0.000 s I also notice that I'll occasionally get a “Hapi failed:” group of error when trying to add a digital asset: LogAssetRegistry: Asset discovery search completed in 9.9020 seconds LogHMD: Failed to initialize OpenVR with code 101 LogHoudiniEngine: Starting up the Houdini Engine API module failed: Generic Failure The asset will be loaded but may be incompatible. LogLinker: Warning: Asset '././Plugins/Runtime/HoudiniEngine/Content/houdini_bgeo_import.uasset' has been saved with empty engine version. LogLinker: Warning: Asset '././Plugins/Runtime/HoudiniEngine/Content/houdini_default_material.uasset' has been saved with empty engine version. LogLinker: Warning: Asset '././Plugins/Runtime/HoudiniEngine/Content/houdini_logo.uasset' has been saved with empty engine version. LogHoudiniEngine: Loaded libHAPIL.dll from custom path C:/Program Files/Side Effects Software/Houdini 17.0.352/bin LogHoudiniEngine: Starting the Houdini Engine module. LogAndroidPermission: UAndroidPermissionCallbackProxy::GetInstance SourceControl: Source control is disabled I verified this by examining the Output Log: SourceControl: Source control is disabled Still Nothing I did notice that Houdini engine was not able to start during initial UE4 start-up. Made sure the Start Automatic Server box was checked. Changed the session type to “Named pipe or domain socket”.checked the custom location box and changed it to the location of my current Houdini installation, 17.0.352.Inside the Houdini location setting (in UE4) I: Greetings! Whatever you did HighFive in order to get your Houdini Engine working must have been voodoo because I've been getting this problem working with UE4.20.3 and Houdini 17.0.352 and I can't seem to get rid of it! I am attempting this on a windows10 machine. To test your license, always try and load an asset instead of simply reading the settings (there is no telling how much trouble this caused me, but probably a lot). Until you do this, the Acquired License Type will always read “No License Acquired”. An important thing to note: as far as I can tell, the Houdini Engine settings in UE4 do not update until you try and create an instance of a Houdini Asset in the level. Finally, I went into the Services application (a Windows default) and restarted both of the current running Houdini services. For some reason, I had three copies of the Mantra license on my single computer, so I turned those back in and also turned in/re-checked out the Houdini Indie and the Houdini Engine Indie licenses that I already had redeemed. The Session settings are exactly as they appear in the attachment above still (Available under Project Settings>Plugins>Houdini Engine), but I went into Hkey and made sure I had the licenses. The things that I changed were pointing the Houdini location setting (in UE4) to a custom location (even though it was in the default location). Maybe this is a rookie mistake, but it had me pulling my hair out! Anyway big thanks to the support team.Planning on leaving this here for anyone who has this problem in the future. “BuildId”: “14830424”, Save the file, and you should be able to use the plugins binaries with the “vanilla” 4.26. This can be easily resolved by editing one file: in your compiled binaries folder, there will be a “UE4Editor.modules” file, edit it you'll have a line in it, that should be something like “BuildId”: “ac9dadea-2489-4674-bb6c-fedfd793b499”, that's your custom GUID, you actually want to change that to use the 4.26 release build ID. So, despite the fact that you used the release 4.26 source code, your plugin binaries are using a custom GUID, that does not match the vanilla 4.26 ID, which causes the error. After compiling the plugin with Visual Studio and copying it to the Runtime Plugins folder of my launcher engine I needed to do this step: The default build of unreal uses a specific build ID, but when building from source, that build id is a custom GUID (even if the sources are the default release). The fabulous folks at SideFX Support clued me onto what I was missing. Finally success getting this into the launcher version of 4.26 after compiling the 18.0.532 source.
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