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  • replied
    0lento I'm using your 4.21.2 Gameworks branch it is awesome big thanks for your contribution. But I'm having trouble about getting overlap events of waveworks component it is just not working. In Bp I tried some line trace too and It is still not overlapping. Can you have a look what can do for this? I think it is a necessary feature to make a swim system. And also waterplane component causes the crash while opening the level that include waterplane and when I assign a material on it.
    Last edited by MASSIVE Can; 02-20-2019, 07:40 AM.

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  • replied
    Hi,
    you are welcome 0lento, thanks again and I'll follow this post in order to get updates.

    ps: sorry for the double post, it was my first comment in this forum, it puzzled me the "non approved" status of the message immediately after the submit.

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  • replied
    Originally posted by ahmadsy1 View Post
    0lento Do you have plans to make Flex working with 4.21.2?
    No plans, hoping Nvidia will upgrade it at some point.

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  • replied
    0lento Do you have plans to make Flex working with 4.21.2?

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  • replied
    Originally posted by Darix89 View Post
    Hi 0lentoI'm trying to use waveworks example project and it happens to crash both when I open the little example scene (the little tub, not the ocean one) and when I drag the WaterPlane_Blueprint onto an empty scene, or just opening that BP.
    The problem seems to be confined to that BP.
    I've only tested this with the default WaveWorks scene, it's possible there's some breaking changes for some existing BPs (in my experience BPs can be super fragile if the underlying c++ class changes, I've had my share of corrupted BPs due to that). I can't promise when I have time to look at this but can check it out next time I update the repo. Thanks for the report.

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  • replied
    Hi 0lento
    thanks for your amazing work! Almost everything seems to be fine!
    Just one little thing: I'm trying to use waveworks example project and it happens to crash both when I open the little example scene (the little tub, not the ocean one) and when I drag the WaterPlane_Blueprint onto an empty scene, or just opening that BP.
    The problem seems to be confined to that BP. Since I'm starting a project with wavework, I need to know if it's safe enough to use this 4.21 version rather than 4.19 official release.
    That being said, could you confirm that is just some broken shader of that BP and nothing more to worry about?

    I've attached a screenshot of the crash.

    Thanks in advance

    Best Regards
    Dario

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  • replied
    Hi 0lento,
    thanks for your amazing work, I've just cloned your repo (gameworks 4.21 at https://github.com/0lento/UnrealEngi...4.21-GameWorks) and it seems to have some problem with sample scene of waveworks (the little scene, with a little tub.

    You can find attached the crash screenshot.

    I've also created an empty scene, and it crashed again in the moment I dragged WaterPlane_Blueprint, so I suppose it's an issue related to it. Click image for larger version

Name:	waveworks_4.21_bug.PNG
Views:	65
Size:	124.9 KB
ID:	1586352

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  • replied
    what ever happen to VXGI 1 in 4.19?
    can anyone VXGI 1 or VXGI 2 working in 4.22 ?

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  • replied
    OptimisticMonkey

    Maybe you need to change BuildID in .modules files? It could coincide with other module files.

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  • replied
    Awesome - thank you!

    Unfortunately, when I enable plugin in 4.22 Preview I get:

    " Plugin BlastPlugin failed to load because module BlastAuthoring could not be loaded. There may be operating system error or the module may not be properly setup"

    :-(
    Last edited by OptimisticMonkey; 02-18-2019, 12:54 PM.

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  • replied
    Blast is included in regular ue4 4.22 branch. It requires some engine changes for 4.21

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  • replied
    Olento is Blast completely implemented as plugin? Or does it require engine modifications to use in stock 4.21.2?

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  • replied
    Originally posted by ahmadsy1 View Post
    0lento I tried to build. But, of course, i got so many stupid errors, which was never appearing in early versions.
    This is expected as nobody has ported FleX fully to 4.21. If anyone wants to get it running, they need to first learn git and how UE4's c++ engine code works and then spend from few days to weeks to fix it (depending on your skill level and how fast you work).

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  • replied
    Hey anyone knows how to Interact with an Hairworks Component?

    Means when my Hero Have 1 Hairworks Asset(Material) how can i change variable from this Material?

    This is Kinda Bad, nothing works, and i get everytime returning hairworksmat_0 on debugging.

    (blueprint)

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  • replied
    0lento I tried to build. But, of course, i got so many stupid errors, which was never appearing in early versions.

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