![]() The cached result is usually resident in the map, unless you've baked out the results to mesh assets. ![]() Yes, you need to have the plugin installed locally to open a project that uses the plugin. Mverkerk All developers ever opening the editor will require the Houdini UE4 plugin, to view the cached result which is included in the Houdini asset. As it can cause the build systems to fall over and/or deny developers who actively need to work with the Houdini Assets. Or does it keep the license for a certain amount of time/ until the cook is done? My main concern in all of this is developers accidentally consuming a license. Does this mean that when it encounters a Houdini Asset it gets a license which is returned once done with that asset. Is it possible for a the plugin to be configured as read-only (disable modifications / only ever show the cached result)? So that we can safely assume that our 2 developers will always have a license available to use? On the subject of build machines a build machine will only consume a Houdini license from the pool when cooking Houdini Assets.
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