Mesh exports fine, we’ve got collisions exporting/importing fine, but sockets just vanish. This is on a static mesh.
We’ve followed all the naming schemes, looked at essentially every tutorial we can find, and nothing appears to work. No matter how we export an FBX from Houdini, Unreal’s side isn’t finding the exported sockets. I’m starting to wonder if Unreal 5 broke this somehow, since all the tutorials are for 4.x.
We even tried adding sockets on Unreal side and exporting them as an FBX, thinking well hey, we can see how Unreal sets them up then, and- the sockets didn’t export into the FBX when Unreal exported the FBX either.
Help? Anyone got this working from Houdini, without using Houdini Engine to essentially skip the FBX export step?
EDIT: It’s always an hour after posting the extremely public help-post that you find the fix, right?
Anyways, if anyone else hits this: the object in question has to be a NULL (or a bone, oddly- yes even on a static mesh it sweeps for bones). It can’t have any geometry assigned to it. Meaning if you were, say, using a box geo as your socket so you could visualize it? Nope, won’t work, silently fails. An empty geo node also seems to work.
There’s a pic in my tweet here if you want a visual reference of how the node looks in Houdini. https://twitter.com/glassbottommeg/status/1542210297984823296