Houdini alembic export to ue4 error

hi
im trying to import a sim (rigid body sim with voronoi fracture)
from houdini to ue4 using alembic but im always getting the error "unable to import mesh due to a face consisting of 5 vertices, expecting triangles (3) or quads(4). Anyone knows how i can fix this?

Hi, did you figure it out?

I cannnot find a solution but i may have something to test.
—> Do you have Uv’s on you mesh ?

I get this error yesterday on one asset. I was modifying Uvs and this was my problem.
You can have Uv’s but there is a situation where it’s not working ( i will try to find the exact reason )

I hope it help,even if it’s a bit too late :wink:

For reference: If a geo contains primitives containing polygons other than triangles or quads, for example, a tube in Houdini with End Caps enabled, the end caps will be without tessellation, making cap primitives contain more than 3 or 4 vertices.

The easiest fix would be to download game dev tools and use a SOP called quadrangulate which will triangulate your geometry appropriately. Internally quadrangulate SOP is using SOPS like Dissolve & PolyFill but is a convenient HDA to use which will also take care of UV’s.

Why Does This Site Keep Forgetting Im signed In, I Have To Go To 3 Sites Before I Can Comment My Important Message, As I Was Saying, Its Never Too Late.

Hey there! I recently just now discovered this topic and had the same error a couple of days ago. Hopefully this isn’t too late since this post is from a couple of years ago, but I would start using the remesh node - that way, it’ll remesh parts of the geometry and it won’t have any issues with exporting.

Use the Divide node in houdini, it triangulates entire thing and loads without issues :slight_smile:

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I had accidentally blasted some points on a piece of geometry instead of the prims/faces - which had inadvertently left a point somewhere on the geo. I went back to the blast node and made sure I removed faces before they continued downstream. The Alembic exported fine after that.