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  • replied
    Originally posted by tfro19 View Post
    You are awesome, but the link is down. Can you re upload this? And maybe also give me a link to instructions of how to install a patch like this?
    You need your Epic account linked to your github account to be able to access any UE4 fork: https://www.unrealengine.com/en-US/ue4-on-github
    It's also not a patch, it's modified engine version. Meaning you have to build the engine from the forks source code and use that custom build to use these techs.

    Leave a comment:


  • replied
    Originally posted by 0lento View Post
    Just pushed out update for merged 4.21 GameWorks: https://github.com/0lento/UnrealEngi...4.21-GameWorks

    This repo contains following GameWorks techs:
    - Blast 1.1.4
    - Flow 1.0.1
    - HairWorks 1.4
    - HBAO+ 4
    - TXAA 3
    - VXGI 2.0.1

    In addition it has support for fixed timestepping for physics and has UE4 wrappers for PhysX contact modifications (I'll make example later on how to use these to your advantage). I've tested most of the techs to work fine on sample projects using both editor and packaged development builds so things should be in order but do report if you have issues with it.
    Hi Olento,
    I started digging through this hoping to see exactly this. You are awesome, but the link is down. Can you re upload this? And maybe also give me a link to instructions of how to install a patch like this?

    Thanks!

    Leave a comment:


  • replied
    Hi everyone,
    I cant get unreal 4.21 to accept a .apx from hairworks. I'm not a programmer as I'm the modeler/animator so can anyone break it down for me how to force feed my hair file to unreal? Currently when I try to import it, it says .apx file types not recognized.
    Thanks in advance

    Leave a comment:


  • replied
    Are there any plans on adding support for diffuse particles to the Flex build? Or has anyone gotten this to work and can give me some pointers on how to do it?

    Leave a comment:


  • replied
    0lento (or anyone else), do you happen to know if the 4.20 FleX branch is capable of building installed (binary) builds?

    I seem to get some issues related to linker errors and maybe, just trying a clean build from scratch again and I'll post the automation tool log when it's done (if it fails again, of course).

    EDIT: So after testing it seems the DebugGame configuration on 0lento's branch doesn't seem to work properly not in terms of general functionality but just for making installed builds, enabling only Development and Shipping configurations seems to work fine, I did get some complaints about VS2015 compiled binaries but it all seems to work with the example flex project.
    Last edited by KamikazeXeX; 03-04-2019, 05:06 PM.

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  • replied
    hi there
    guys plz don't delete my post, and help me
    i use the latest game work 4.21 from 0lento
    im using vr for my work
    every thing is fine and working, except for wave work
    i don't use wave work in my level but in GPU profile saying wave work using 1.7 ms
    i really dont know how can i disable it
    plz help me , wave work ruining my work
    ty

    Leave a comment:


  • replied
    Originally posted by OptimisticMonkey View Post
    FYI - Looks like the version of Blast in 4.22 Preview is incomplete? No BlastEditor or "Create Blast Mesh" in editor?
    I didn't see any editor bits there but I only looked at it briefly.
    Last edited by 0lento; 03-07-2019, 10:35 PM.

    Leave a comment:


  • replied
    FYI - Looks like the version of Blast in 4.22 Preview is incomplete? No BlastEditor or "Create Blast Mesh" in editor?

    Leave a comment:


  • replied
    Originally posted by mechadeck View Post

    I think to do something like that you would need to change the binary that Nvidia distributes with the Waveworks GitHub project. If I'm not mistaken, all the CUDA calculation is done in the closed source binary.
    hmm nvidia is having the waveworks source on github as well. But sounds too much effort for me working into that too, was hoping to be able to access it via the engine.
    Thank you!

    Leave a comment:


  • replied
    Originally posted by AlexEtNico View Post
    i try to test your 4.21 build for gameworks but can't reach it on github ? don't know why
    You need to have your UE4 account linked to your github account to be able to access any UE4 source code repository. See instructions here: https://www.unrealengine.com/en-US/ue4-on-github

    Leave a comment:


  • replied
    Originally posted by Funkeys74 View Post

    Hey cool thanks!
    I dont know if I will have the time to look into this soon. Also I am not very used to C++, quite familiar with C# tho. And I do not need the WaterPlane BP as well for my project.
    Having kinda hard time getting used to the more precise syntax haha!

    But I would have a question, do you know if it is possible to access the wave height data on the GPU to calculate the buoyancy with CUDA, and be able to switch of the readback?
    Well need to readback the buoyancy triangles later, so I dont know if this approach a better solution at all, but would be good to know.
    I think to do something like that you would need to change the binary that Nvidia distributes with the Waveworks GitHub project. If I'm not mistaken, all the CUDA calculation is done in the closed source binary.

    Leave a comment:


  • replied
    Originally posted by 0lento View Post
    Updated 4.21-GameWorks and 4.21-Physics to 4.21.2 and fixed some compilation warnings from Waveworks (doesn't change any functionality, only suppresses the warnings):

    https://github.com/0lento/UnrealEngi...4.21-GameWorks
    https://github.com/0lento/UnrealEngi...e/4.21-Physics

    And before you ask again, no news on FleX, by the looks of it we'll not be having 4.21 version unless someone picks it up and fixes the remaining issues.
    i try to test your 4.21 build for gameworks but can't reach it on github ? don't know why

    Leave a comment:


  • replied
    Originally posted by mechadeck View Post
    I did the update of Waveworks from 4.19 to 4.21 then worked with 0lento to merge it into his branch. I didn't realize the BP_WaterPlane isn't working since I don't use that, and didn't test that blueprint. I don't have time right now to dig into it, but I'll take a look at it for the next update.

    From the errors posted previously (BufferRHI was nullptr), it looks like the WaterPlane BP uses a different uniform buffer that needs to be updated to follow the changes in the rendering engine that happened between 4.19 and 4.21. If someone wants to look into it, I'd suggest starting by looking at the changes I made in TranslucentRendering.cpp in the function void FDeferredShadingSceneRenderer::RenderWaveWorks. Then see if you can determine from the stack trace debugging in VS what function is getting called that needs to be updated.

    You can use the 4.19 version of Waveworks to save the BP_WaterPlane with visibility of the waterplane turned off. Then use that for debugging the 4.21 branch. That makes it easier for debugging in VS, since the project will load correctly, and you can trigger the error simply by checking the visibility checkbox.
    Hey cool thanks!
    I dont know if I will have the time to look into this soon. Also I am not very used to C++, quite familiar with C# tho. And I do not need the WaterPlane BP as well for my project.
    Having kinda hard time getting used to the more precise syntax haha!

    But I would have a question, do you know if it is possible to access the wave height data on the GPU to calculate the buoyancy with CUDA, and be able to switch of the readback?
    Well need to readback the buoyancy triangles later, so I dont know if this approach a better solution at all, but would be good to know.

    Leave a comment:


  • replied
    I did the update of Waveworks from 4.19 to 4.21 then worked with 0lento to merge it into his branch. I didn't realize the BP_WaterPlane isn't working since I don't use that, and didn't test that blueprint. I don't have time right now to dig into it, but I'll take a look at it for the next update.

    From the errors posted previously (BufferRHI was nullptr), it looks like the WaterPlane BP uses a different uniform buffer that needs to be updated to follow the changes in the rendering engine that happened between 4.19 and 4.21. If someone wants to look into it, I'd suggest starting by looking at the changes I made in TranslucentRendering.cpp in the function void FDeferredShadingSceneRenderer::RenderWaveWorks. Then see if you can determine from the stack trace debugging in VS what function is getting called that needs to be updated.

    You can use the 4.19 version of Waveworks to save the BP_WaterPlane with visibility of the waterplane turned off. Then use that for debugging the 4.21 branch. That makes it easier for debugging in VS, since the project will load correctly, and you can trigger the error simply by checking the visibility checkbox.

    Leave a comment:


  • replied
    Originally posted by MASSIVE Can View Post

    Unfortunatelly I don't have that branch. But I think WaveWorksStaticMesh Component available for this overlap things.
    Hi Massive,
    as 0lento stated there is no overlap event you can use in BP or so. There is the WaveWorksFloating component which has this functionality and it is a C++ class in the WaveworksTester project, and is working fine .21 branch.
    There is also RayCast demo (also C++ class) showing how to ghet the wave height for bullet impact effect or like on the water surface.

    You can do your own C++ classes implementing the UCLASS macro too use this waveheight sampling in blueprints.

    hope that helps!
    br Funkeys

    Leave a comment:

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