After a bit of reading into Git and Xcode, updating to OSX 10.11.6 and a bit of time to compile, everything is in working order. Better still everything is up to date in terms of the latest builds for both Houdini – 15.5.541 and Unreal Engine – 4.12.5. I can get back into the fun stuff. To browse offline, do the following: Run the Epic Games Launcher. Click on settings on the left panel. Under Preferences, tick the Enable Offline Mode Browsing option. Close the Epic Games Launcher – ensure that it’s not running minimized in the taskbar notification tray. Enable Offline Mode Browsing.

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Compiling Unreal and Houdini Editor from the source.

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You are able to download and run the latest version of Unreal Engine through the Epic Games Launcher. This will more than likely be adequate for most projects needs however, I had an issue not being able to run the latest builds of Houdini Engine on OSX so I needed to self compile. I’m a novice with this kind of stuff, I know a bit of C++ but still don’t quite understand some of these more technical processes.

I found it difficult to find all of this information in one place. It is all out there and not too hard to follow but it felt like a bit of a jigsaw with little pieces of information spread across the internet from various different sources. In order to ease the pain of anybody having similar issues, I will present my findings here as a step by step process:

  1. Sign up for Unreal Engine – You don’t actually need to download the Epic Games launcher as you are going to compile and run the Source code from Xcode. But you probably should at some point. It’s free.
  2. Download Xcode – You will need this later to compile Unreal Engine. It’s free.
  3. Sign up for gitHub – Source code for both the engine and the plugin is stored here along with lots of other stuff that you are likely to find useful in the future.
  4. Install GitHub Desktop for Mac It’s free.
  5. Sign into your Epic Games account which you created when you signed up for Unreal Engine.
  6. Associate your GitHub account with your Epic Games account GitHub account field of your profile page.
  7. You will now be granted access to the Unreal Engine Source Code.
  8. This is a good point to read this guide it will give you all of the information you need to know in order to download the source code. Also check the setting up Git and fork a Repo articles.
  9. Clone the Unreal Engine source code.
  10. Navigate to the Houdini engine source code.
  11. Clone this into a folder named HoudiniEngine within the Engine/Plugins/Runtime directory inside the Unreal Editor Source you cloned in step 9.
  12. Ascertain the version number that the plugin is written for. You can find this in Source/HoudiniEngineRuntime/HoudiniEngineRuntime.Build.cs. Have a look through the commits in GitHub Desktop. It should be near the top. Here you can see I needed version 15.5.540
  13. Get the correct Houdini build here. Install it. It’s free for the non commercial version and incredibly good value for the limited commercial version. If you have $199 US, grab it.
  14. Go to the Directory you cloned the Unreal Engine source code to. Double click on the file called Setup.command. This should launch a terminal, let it do its thing.
  15. In the same folder, double click the GenerateprojectFiles.cammand. Again wait for the terminal.
  16. Double click the UE4.xcworkspace file. This will launch Xcode.
  17. Select ShaderCompileWorker for My Mac in the title bar.
  18. Select Product>Build For>Running from the menu. This may take a while.
  19. Select UE4 for My Mac in the title bar.
  20. Again select Product>Build For>Running from the menu. This may also take a while
  21. Select Product>Run from the menu.
  22. Unreal Engine will launch and you should now be able to load Digital Assets from Houdini.

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Hopefully this will save somebody a bit of time in the future.

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J.