Exporting VAT 1. Make sure to have "id" before exporting 2. "Mode/Target Engine" -> "Partilce Sprites" 3. Input Geometry -> Select the Cached particles 4. Change "Card shape" if not using square, Check "Custome ZX Shapes" to use custome shape cards 5. Adjust "Target Texture Width" if total particle counts is over the limit listed below the parameter 6. Change file name if needed 7. Click "Render All" Set Up Unreal Engine Plugin 1. Houdini OUT -> VAT output node -> Real-Time Shaders -> Unreal COntent Plugin and Guides (This will open the Unreal Plugin folder to copy) 2. Create a "Plugins" folder in the Unreal project folder. 3. Copy and paste the "SideFX_Labs" folder into the "Plugins" folder 4. Open Unreal, and Open Content Browser -> Settings -> Show Plugin Content 5. Plugins -> SideFX_Labs Content -> Blueprints -> SideFX_Utilities_BP 6. Compile and Compile Import VAT files First: Turn every toggle off. Then: Vertex Color Import Option: Replace. Transform Vertex to Absolute: On. Import Mesh LODs: On or Off, depending on if Export LODs is turned on in Houdini on the VAT ROP. Normal Import Method: Import Normals and Tangents. Import Uniform Scale: 1.0. Convert Scene: On. Override Full Name: On. Material Import Method: Do Not Create Material. Reorder Material to Fbx Order: On. Import All. Set Up Texture Files 1. Select all the VAT texture files 2. Right click -> Scripted Asset Actions -> Side FX Set VAT HDR Texture 3. Hover mouse over the texture and check if "filter" is change from "default" to "Nearest" Set Up Material 1. Create a Material 2. Add "MF_VAT_ParticleSprites" 3. Click on the material node, uncheck "Tangent Space Normal" and set "Num Customized UVs" to 2 Color RGB -> Base Color Normal -> Normal World Position Offset -> World Position Offset Customized UV1 -> Customized UV1 4. Save the material Assign the Material 1. Create an Instance of the material 2. Turn on and add texture to Position and Color 3. Set "Houdini FPS" to 24 4. Adjust scale under "Houdini VAT Customization" 5. Add the particle FBX to the scene and assign the instance material to the particles 6. Voila!