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Initial Commit of the 4.26 plugin. (r376794)
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README.md

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@@ -101,4 +101,5 @@ However, the Houdini Digital Assets themselves (the HDA files), that were create
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01. To confirm that the plug-in has been successfully installed and enabled, you can check that the editor main menu bar now has a new "Houdini Engine" menu, between "Edit" and "Window".
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01. You should now be able to import Houdini Digital Assets (HDA) `.otl` or `.hda` files or drag and drop them into the `Content Browser`.
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01. Once you have an HDA in the `Content Browser` you should be able to drag it into the Editor viewport. This will spawn a new Houdini Asset Actor. Geometry cooking will be done in a separate thread and geometry will be displayed once the cooking is complete. At this point you will be able to see asset parameters in the `Details` pane. Modifying any of the parameters will force the asset to recook and possibly update its geometry.
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Source/HoudiniEngine/HoudiniEngine.Build.cs

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Houdini Version: 18.5.408
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Houdini Engine Version: 3.5.1
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Unreal Version: 4.25.0
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Unreal Version: 4.26.0
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*/
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@@ -75,8 +75,8 @@ private string GetHFSPath()
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if ( Directory.Exists( HPath ) )
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return HPath;
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}
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HEngineRegistry = Registry32Path + string.Format(@"\Houdini Engine {0}", HoudiniVersion);
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HEngineRegistry = Registry32Path + string.Format(@"\Houdini Engine {0}", HoudiniVersion);
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HPath = Microsoft.Win32.Registry.GetValue(HEngineRegistry, "InstallPath", null) as string;
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if ( HPath != null )
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{
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if ( Directory.Exists( HPath ) )
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return HPath;
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}
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// Look for the Houdini registry install path for the version the plug-in was compiled for
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// Look for the Houdini registry install path for the version the plug-in was compiled for
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HoudiniRegistry = Registry32Path + string.Format(@"\Houdini {0}", HoudiniVersion);
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HPath = Microsoft.Win32.Registry.GetValue(HoudiniRegistry, "InstallPath", null) as string;
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if ( HPath != null )

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