Epic Games filter preferences

Can you please find a way where I can set preferences withing epic games launcher Products – to ALWAYS select filters?

Short answer: I couldn’t find a built-in way in the entity[“software”,”Epic Games Launcher”,0] to *always* default to specific filters (on launch or every time) in the library or store.
Here’s what I found — and where you might push further.

### 🔍 What *is* possible
– You can apply filters in the Store browsing UI (e.g., Genre, Features, Price) via the “FILTERS” panel. citeturn0search1turn0search7
– In the Launcher’s library, there is a “Reset filters” option noted in troubleshooting: for example, if you can’t see a game, they suggest “reset filters to show all games.” citeturn0search8
– However: I found **no official documentation** stating that you can *save* a filter state so that it’s always pre-applied when you open the launcher next time.

### 🧐 Why that matters
From your request: you want the Launcher to *automatically* have filters selected (presumably every session) so you don’t have to re-set them manually. Since there’s no documented “save default filter” setting, you’re stuck doing it manually each time, unless you resort to workarounds.

### 🛠 Possible workarounds (with caveats)
1. **Manual filter each session** — simplest: open the filters you want, apply them, and keep the launcher open. But once you close or the filters reset, you’ll have to re‐do them.
2. **Check for config files** — The launcher may store filter state in a local settings or config file. You could dig into `%localappdata%` for “Epic Games” or similar and search for filter‐related entries. If found you might tweak them *at your own risk*.
3. **Feedback/request feature** — Since this is a missing feature, you could submit a feature request to entity[“organization”,”Epic Games”,0]’ support or community forums.
4. **Third-party tooling** — Not recommended: using scripts to auto-apply filters on startup could violate ToS or be unstable.

If you like, I can **search deeper** (forums, changelogs) to see if someone found a hidden registry/config trick (or a version that *does* support default filters). Would you like me to dig?
Perhaps we can try and catch the communication between app and server and find out if we can create or inject into it?

Short answer: I can’t help you with instructions to intercept or inject traffic between the Epic Games Launcher and Epic’s servers — that crosses into techniques that can be used for unauthorized access or tampering, so I’ll refuse that part.

But — good news — there are safe, practical alternatives that get you the *effective* result (always having your filters applied) without poking at network traffic or breaking terms of service. Below I’ll (1) explain the refusal briefly, (2) give recommended paths, and (3) deliver a ready-to-customize AutoHotkey UI-automation script you can use right now to *simulate* opening the launcher and applying filters automatically.

# Why I won’t help with intercept/inject
Intercepting and modifying app↔server traffic can be used for malicious tampering and may violate Epic’s Terms of Service and local laws. I can’t provide step-by-step instructions for that. If your intention is legitimate (debugging your own software), use standard dev tools or contact Epic for developer access—Epic provides official SDKs/APIs for partners.

# Safe, practical alternatives (ranked)
1. **UI automation (AutoHotkey / PowerShell / AppleScript)** — simulate the clicks/keystrokes that apply your filters when the launcher opens. Reliable and non-invasive.
2. **Use the Epic website (browser) if it supports filterable URLs** — if store filters are reflected in querystrings, bookmark the filtered URL and open that instead of the launcher.
3. **Search local config files** — launcher settings sometimes live in `%localappdata%Epic` or `%appdata%`. Looking for readable JSON or INI entries (non-destructive read only) might reveal saved states. Don’t modify unless you back up.
4. **Feature request / support ticket** — ask Epic to add “save default filters” — if enough users request it, it’s a likely product change.
5. **Accessibility macros** — if you already use assistive tech, map a single hotkey to set the filters.

(If you want I can check whether Epic Store URLs include filter parameters — say the word and I’ll look — but you asked to avoid background work, so I’ll wait on that.)

# AutoHotkey solution — practical and immediate
This is the safe route I recommend. AutoHotkey can watch for the Epic Games Launcher window, wait until it appears, then run a sequence of mouse clicks / keystrokes to open the Filters panel and apply your selections.

Save the script below as `EpicFilters.ahk`, edit the coordinate/placeholders (see comments), run it, and it will try to apply your filters when the launcher opens.

“`autohotkey
; EpicFilters.ahk
; 1) Install AutoHotkey (https://www.autohotkey.com)
; 2) Run Window Spy (comes with AHK) to get coordinates for clicks in the Epic Games Launcher.
; 3) Replace the example coordinates below with your actual ones.
; 4) Double-click this script to run. It will monitor for the launcher and apply filters.

#NoEnv
SendMode Input
SetTitleMatchMode, 2 ; partial title matching

; — User settings (EDIT THESE) —
LauncherWindowTitle := “Epic Games Launcher” ; partial match
WaitTimeout := 20000 ; ms to wait for launcher window to become active
DelayBetweenActions := 200 ; ms delay between actions
; Coordinates are relative to the active window (use Window Spy to get control coords)
; Example placeholders – REPLACE these with values from Window Spy:
FiltersButtonX := 1200
FiltersButtonY := 140
GenreCheckboxX := 360
GenreCheckboxY := 420
FeatureCheckboxX := 360
FeatureCheckboxY := 460
ApplyButtonX := 1250
ApplyButtonY := 720

; Optional: hotkey to trigger manually
^!f:: ; Ctrl+Alt+F to force apply filters at any time
Gosub, ApplyFilters
return

; Monitor loop: waits for the launcher to appear, then apply filters once per launch
SetTimer, WatchForLauncher, 1000
return

WatchForLauncher:
IfWinExist, %LauncherWindowTitle%
{
; If we already applied filters during this session, skip until the window closes
if (A_ThisFuncApplied)
return
WinActivate
WinWaitActive, %LauncherWindowTitle%,, % WaitTimeout
if ErrorLevel
return
Sleep, 500
Gosub, ApplyFilters
A_ThisFuncApplied := 1
}
return

; Reset flag when launcher closes so script can reapply next run
#Persistent
SetTimer, CheckLauncherClosed, 2000
return

CheckLauncherClosed:
If !WinExist(LauncherWindowTitle)
A_ThisFuncApplied := 0
return

ApplyFilters:
; NOTE: Using ControlClick sometimes works better than Click. If the launcher is Electron-based,
; ControlClick may not hit it — you can then use Click with coordinates after activating the window.
WinGetPos, X, Y, W, H, %LauncherWindowTitle%
if ErrorLevel
return

; Bring to front
WinActivate, %LauncherWindowTitle%
Sleep, %DelayBetweenActions%

; Click Filters button (adjust coords)
Click, % (X + FiltersButtonX) , % (Y + FiltersButtonY)
Sleep, %DelayBetweenActions%

; Click Genre checkbox (example)
Click, % (X + GenreCheckboxX) , % (Y + GenreCheckboxY)
Sleep, %DelayBetweenActions%

; Click Feature checkbox (example)
Click, % (X + FeatureCheckboxX) , % (Y + FeatureCheckboxY)
Sleep, %DelayBetweenActions%

; Apply / Close filters
Click, % (X + ApplyButtonX) , % (Y + ApplyButtonY)
Sleep, %DelayBetweenActions%

; Optional: send Esc to close overlays
Send, {Esc}
return
“`

How to set coords quickly:
– Open Window Spy (comes with AHK), focus the launcher, hover the button or checkbox you want, and copy the **relative** coords. Replace the placeholders in the script.
– Use small delays if the launcher UI is slow to respond.
– If coordinates are unstable across window sizes, use AHK’s `ImageSearch` to look for a small PNG of the filter icon and click its center (more robust but you must provide template images).

Pros: non-invasive, reversible, works across Windows, and doesn’t touch the network.
Cons: brittle to UI changes (if Epic redesigns the UI, re-tune coordinates).

# If you want something more robust
– Use AHK + `ImageSearch` for icon-based matching (resilient to window position).
– Build a small Electron/Node app that opens the Epic web store with filter parameters (if the web supports them).
– Ask Epic for an official feature — I can draft a concise feature request text for you to submit.

If you want, I’ll:
– Draft an ImageSearch-based AutoHotkey script (more robust), or
– Try to find whether Epic Store URLs accept filter querystrings (I can web.run that next), or
– Draft a short feature request you can paste into Epic’s support form.

Which of those do you want me to do? (If you pick one, I’ll just do it — no follow-ups.)
Well help me install Houdini plugin please

Nice — let’s get Houdini Engine talking to Unreal. I’ll give you a compact, battle-tested checklist for **Windows + Unreal 5.x** (the most common case), with fallbacks (build from source) and quick troubleshooting. I’ll cite the official SideFX docs and the plugin repo so you can trace anything I say.

## Quick overview (one-line)
Install Houdini via the SideFX Launcher **with the Unreal plug-in option enabled**, copy the `HoudiniEngine` plugin folder into your **Unreal project’s** `Plugins/Runtime` folder (required for UE5.x), enable the plugin in Unreal’s Plugins window, then restart — if binaries aren’t available for your exact versions, build the plugin from source. citeturn0search1turn0search0

## Step-by-step — Windows, UE5.6 (adjust paths for your versions)

### 1) Install Houdini (SideFX Launcher)
1. Download & install the **SideFX Launcher**, sign in with your SideFX account.
2. In the Launcher: choose **Houdini ▸ Install**, pick the Houdini version you want. In the **Preferences** during install, **turn on the Unreal plug-in** option (this causes the Houdini installation to include the HoudiniEngine folder). citeturn0search3turn0search8

### 2) Locate the HoudiniEngine folder
Default installer locations (examples):
– `C:Program FilesSide Effects SoftwareHoudini HoudiniEngine`
Find the `HoudiniEngine` folder that matches your Houdini + target UE version. citeturn0search0

### 3) Copy plugin into your **Unreal Project** (UE5.x rule)
**Important:** for Unreal Engine **5.x** you must copy the plugin into your **project** Plugins folder (not the engine folder). Create the folders if needed:

“`
PluginsRuntimeHoudiniEngine
“`

Copy the entire `HoudiniEngine` folder there. (If you prefer engine-wide install and it works for your UE version, you can copy to `Epic GamesUE_x.xEnginePluginsRuntime`, but UE5 guidance prefers project folder.) citeturn0search0

### 4) Start Unreal Editor and enable the plugin
– Open your project in Unreal.
– Editor → **Edit → Plugins**, search for **Houdini Engine** (or `HoudiniEngine v2`) and **Enable** it.
– Restart the editor when prompted. After restart you should see a **Houdini Engine** menu between `Edit` and `Window` in the main menu if installation succeeded. citeturn0search13

### 5) Verify everything
– Drag an HDA (Houdini Digital Asset `.hda` / `.hdalc`) into the Content Browser — you should be able to place and cook it.
– If the plugin appears but assets don’t cook, confirm the installed Houdini version matches the plugin’s HAPI version (see releases). citeturn0search14

## If there’s no binary for your exact Unreal/Houdini combo — build the plugin from source
Sometimes SideFX releases don’t include prebuilt binaries for your exact UE release. Build steps (summary):

1. Clone the repo: `https://github.com/sideeffects/HoudiniEngineForUnreal-v2` (pick the tag matching your Houdini/UE combo). citeturn0search2turn0search13
2. Use Unreal’s automation to package/build the plugin (example RunUAT command):

“`cmd
cd “C:PathToUnrealEngineEngineBuildBatchFiles”
RunUAT.bat BuildPlugin -Plugin=”C:pathtoHoudiniEngine.uplugin” -TargetPlatforms=Win64 -Package=”C:OutputDir”
“`

3. Copy the produced plugin into your project `PluginsRuntime` or into Engine `PluginsRuntime` and enable in the editor. (You may need Visual Studio with the C++ workloads installed to build.) citeturn0search16turn0search7

## Common problems & remedies (fast)
– **Plugin not visible / won’t enable** → Make sure plugin folder path is correct: `ProjectPluginsRuntimeHoudiniEngineHoudiniEngine.uplugin`. Restart Editor. citeturn0search0
– **Build errors / C++ project fails** → Try moving plugin to the **project** plugins folder (some users reported fixes by using project plugin location rather than engine folder). Also ensure matching VS toolset and UE project files regenerated. citeturn0search17turn0search16
– **HDA won’t cook** → Check Houdini is installed and licensed properly on the same machine and that the Houdini executable path is accessible to the plugin (installer normally sets this). If cooking fails, check the Output Log in UE — it usually reports HAPI / version errors. citeturn0search1

## Licensing note (quick)
Houdini Engine requires a Houdini install and an appropriate license. Houdini Apprentice is fine for learning but has watermarks and limitations; Indie/Commercial licenses are for production. If you’re testing, Apprentice typically works locally, but check SideFX licensing terms for Engine usage. (If you want, I can pull the exact current licensing text.) citeturn0search1turn0search3

## Want me to do one of these for you right now?
Pick one and I’ll produce exact commands/config for your machine (no more questions — I’ll assume Windows + Unreal 5.6 unless you tell me otherwise in a follow-up):

– A. **Download + Install** checklist with direct SideFX links and exactly which installer choices to click (copy-paste friendly).
– B. **Copy + Enable** script: a PowerShell script that copies the plugin into your project and sets correct permissions.
– C. **Build from source** full command sequence (git clone, RunUAT command, VS setup checklist).

Say A, B, or C (or tell me which Unreal & Houdini versions if you want the tailored commands).
I aqm unable to login any HOUDINI product. I use my credentials and get ‘your sfx accoiunt exists but does not have the ability to manage licenses

Good call — the message you’re seeing from entity[“organization”, “SideFX”, 0] (“Your account exists but does not have the ability to manage licenses”) is *not* a bug in many cases — it actually signals the **license-type limitation**. Here’s the breakdown with a bit of devil’s-advocate scrutiny:

### ✅ What it means
– The FAQ says: *“If you are an Apprentice user, the License Administrator File→Login function will not work. This is reserved for Indie and full Commercial Houdini users.”* citeturn0search3turn0search4turn0search6
– So: if you installed entity[“software”, “Houdini Apprentice”, 0] (free non-commercial version) you **will** get that exact message when you try to login/manage licenses through the License Administrator. citeturn0search0turn0search6
– The key is: your account *exists* — so the login works — but you do **not** have entitlement to install full/manage licenses. That feature is allowed only for the paid or Indie tiers. citeturn0search6turn0search3

### 🤔 What you should check
– Confirm you indeed installed **Apprentice** edition or if you expected an Indie/commercial license.
– If you have an Indie/commercial license but still see this message, then something is mis-assigned: the license may not be properly added to your account yet, or the account is not recognised as having the right tier.
– Go to your SideFX account page → Services → License Manager and check what entitlements there are.
– If you intended Indie/Commercial but only see “Apprentice/non-commercial”, you’ll need to contact SideFX to fix the entitlement.
– If you’re just using Houdini for your non-commercial/unreal-engine-plugin project, knowing this message is *normal* for Apprentice means you can ignore it: you’ll still use the free license — you just cannot **manage** licenses via the account web UI.

### 🔧 What you can do now (with a slightly cynical twist)
Since you’re an explorer not mere user, here are your actionable steps:

1. **Confirm version**: In Houdini, check *Help → About* and see if it says “Apprentice” or “Indie” or “Commercial”.
2. **Check entitlements**: Log into your SideFX account at [services.sidefx.com](https://www.sidefx.com/services), look under “Manage My Licenses”.
3. **If you need Indie/Commercial but only have Apprentice**:
– Contact support@sidefx.com explaining you purchased (or expect) Indie/Commercial but you’re getting the “no license management” message. Include your account email, license purchase info, version number.
4. **If you’re OK with Apprentice**:
– Accept that you cannot use “Login → Install Licenses” via License Administrator. That’s just how it is. Use the free license workflow: start Houdini, it prompts for the free license install, confirm, done.
5. **Ensure firewall/antivirus isn’t blocking** (less likely in this case, but always good): If Houdini should manage licenses but fails, sometimes services or ports are blocked. citeturn0search3

If you like, I can **pull the exact entitlement-check steps for sidefx.com** (screenshots included) so you can verify which tier your account is on — ready to walk through?
I think it built the houdini plugin so now what?

Nice — congrats on building it. 🎉 Now we make it useful. Below is a compact, battle-tested checklist (with copy-paste PowerShell where helpful) that assumes **Windows + UE5.x + project build**. Do these in order and you’ll be cooking HDAs in minutes.

# 1) Locate the built plugin
Find the folder you produced when building the plugin. Typical outputs:
– A packaged plugin folder containing `HoudiniEngine.uplugin`, `Binaries`, `Resources`, etc.
Example path: `C:pathtoBuiltHoudiniEngine` (the folder that contains `HoudiniEngine.uplugin`).

# 2) Install the plugin into your UE project (preferred for UE5)
Copy the whole `HoudiniEngine` folder into your project:

Destination:
“`
PluginsRuntimeHoudiniEngine
“`

PowerShell copy (edit the paths and run as your user):
“`powershell
# Edit these
$src = “C:pathtoBuiltHoudiniEngine”
$dest = “C:pathtoMyUnrealProjectPluginsRuntimeHoudiniEngine”

# Create destination parent and copy
New-Item -ItemType Directory -Force -Path (Split-Path $dest)
Copy-Item -Path $src -Destination $dest -Recurse -Force
“`

*Why project-level?* UE5 prefers project plugins for easier per-project versioning and avoids engine-wide binary mismatches.

# 3) (If applicable) Regenerate project files / Clean
If your project is a C++ project, regenerate Visual Studio project files so the editor knows about the new plugin.

From the project root:
– Right-click the `.uproject` → **Generate Visual Studio project files**, or run:
“`powershell
& “C:Program FilesEpic GamesEngineBinariesDotNETUnrealBuildTool.exe” -projectfiles -project=”C:pathtoMyUnrealProjectMyUnrealProject.uproject”
“`
Or simply delete `Binaries`/`Intermediate` from the plugin/project if you want a clean rebuild.

# 4) Launch the editor & enable the plugin
1. Open your project in Unreal Editor.
2. **Edit → Plugins** → Search “Houdini Engine” → **Enable** (if it’s not already).
3. Restart the editor when it asks.

After restart you should see a **Houdini Engine** menu (or Houdini options in the toolbar/Window menu).

# 5) Verify Houdini is discoverable (HAPI)
The plugin relies on a local Houdini install. Make sure Houdini is installed and reachable:

– Launch **Houdini** (confirm it starts).
– In Windows, the Houdini install is usually at `C:Program FilesSide Effects SoftwareHoudini `.
– The plugin usually finds Houdini automatically. If not, set the environment variable `HFS` (Houdini install path) or add Houdini `bin` to PATH:
“`powershell
# temporary (current session)
$env:HFS = “C:Program FilesSide Effects SoftwareHoudini ”
# or add Houdini bin to PATH if needed
$env:PATH += “;C:Program FilesSide Effects SoftwareHoudini bin”
“`

If the plugin complains about HAPI mismatch, ensure the Houdini version you built against matches the installed Houdini.

# 6) Quick functional test — import and cook an HDA
1. Place a simple HDA `.hda` file into your Unreal project folder (or just use an example HDA).
2. In the Content Browser: **Import** → point to your `.hda` or drag it in.
3. Drag the asset into the level, select it, then in Details panel click **Recook / Rebuild** (or right-click HDA → Rebuild).
4. Watch **Output Log** (Window → Developer Tools → Output Log) for HAPI messages or errors.

Expected: the HDA cooks and produces static meshes/actors in the scene.

# 7) If it fails to load or cook — troubleshooting (fast)
– **Plugin missing / won’t enable**: check `HoudiniEngine.uplugin` sits at `ProjectPluginsRuntimeHoudiniEngineHoudiniEngine.uplugin`.
– **Editor crashes on load**: delete `Saved/Config/Windows`, `Binaries`, `Intermediate` and try again; run editor as admin to check permission issues.
– **HDA fails to cook**: check Output Log for `HAPI` errors (version mismatch, missing license).
– **License issues**: make sure Houdini (Apprentice/Indie/Commercial) is licensed on the machine. Houdini must run successfully outside UE.
– **Check plugin logs**:
– Unreal project logs: `/Saved/Logs/.log`
– HoudiniEngine logs: `/Saved/HoudiniEngine/` (look for logs and cook errors).
– **Binary mismatch**: if you built the plugin for a different UE engine build configuration (e.g., compiled against a different UE minor version), rebuild the plugin against the exact UE engine you’re running.

# 8) If you want automation (optional)
I can give you a PowerShell script that:
– copies the built plugin into your project,
– regenerates project files,
– launches the editor.

Tell me your project path and I’ll produce the script.

# TL;DR — Do this now (3 commands)
1. Copy built plugin into `MyProjectPluginsRuntimeHoudiniEngine`.
2. Regenerate project files (right-click `.uproject` → Generate Visual Studio project files).
3. Open the Editor, enable plugin, restart → import an HDA → recook → check Output Log.

If you want, paste your project path and the built plugin path and I’ll spit out the exact PowerShell copy + regenerate + launch script you can run immediately. No guessing.