 Now that we've gotten this far with this particular prop, it's definitely time to turn it into an HDA and get it over into Unreal. So we can start testing the usability and just flexibility of the particular tool itself. So what I'm going to do is right click on the Geo node here. So this guy right here. And I'm going to say Create Digital Asset. And I'm just going to say IP for the namespace. And then 1.0 for a version number. All right, so that's Houdini's way of versioning and keeping a namespace for all these things. I'll have to do a little bit more of a deep dive into namespacing and versioning here pretty soon. All right, so I'm just going to save this into my HDA folder here. And then hit Accept. And that will pop open the type properties window. So it's destroy all spare parameters. We don't need them. All right, so let's just hide all the defaults here. Very cool. And really all we need to do now, because we have a lot of our parameters are already set up, which is why I like doing this more and more now. Especially the larger your networks get. I like to go through and just promote them from this control node here. And so what I do is I go and drag and drop a folder here, call this or make it collapsible. We'll call this the global folder. It's good to name these things when you start doing stuff with Python and exporting out settings for all these HDAs. And so that's why I have started doing stuff like this. So now what you can do is just an alt middle mouse click and that will send this parameter from the control node here all the way over to the type properties. And then we can just nest it in there like so. Then we just move through all the rest of the parameters. So I'm just going to drag and drop another folder out, make it collapsible. And this one's going to be our base, so base folder. And this is going to be our base. Now all I need to do is just promote our parameters. There we go. And then just drag and drop them into the folder there. All right, so let's create another folder. And this one is going to be our cabinet folder or cab folder for short. All right, so this one is interesting. I'm actually going to clear out all my overrides here. All right, so it gets back to the default. And you're going to want to do that so that way you don't end up with a default setting when you go and promote this particular multi-parm. All right, so let's do this here. So I'm going to do an alt minimus click for these guys. And then I'll show you the multi-parm. So the nice thing about multi-parms is when it remembers all the parameters that are nested inside of it, right? So if you just promote this one guy, you get this whole folder, right? That's all the data that the multi-parm needs. And so you can just drag and drop it under cabinet and it's all set up for you. So really nice quick way to get all this stuff figured out without having to make an HDA first. All right, so the next one is our counter. So let's do counter. And I'm going to make it collapsible. We'll do counter folder. Go and let's promote all of our parameters. So alt minimus click. You can bring up the separator if you want, or you can just go over here and drag and drop it in the middle. I believe I had one in the cabinet as well. Yeah, let's just try to mimic that as much as possible. Where should I say mirror? There we go. Cool. All right, so then we just have to do our colors. So much, much faster. You kind of develop your parameters as you go, you know. All right, so then I want to do collapsible. And this is going to be our color folder and colors. And then just promote these guys and drag and drop them into that new folder. There you go. And now we have an HDA. Let's, oh, we need to set this to, I thought I set the cabinet to collapsible. Weird. Let's do that. There we go. Cool. So now we've got a complete HDA with all the parameters. And in Houdini Engine version too, it pretty much mirrors what you get in here, which is great. You can really get a one-to-one relationship. So with that said, let's now get this into Unreal.