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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
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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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  • replied
    ahmadsy1 he was quoting my post from last month (I dunno why):
    Originally posted by 0lento View Post
    The main issue with FleX is just the work amount, I haven't encountered any showstoppers there, I just simply don't have time to fix all the issues. Main thing that will keep people busy who will try to port it to 4.21 is the physics changes but you can find plenty of examples of the new physics interface on the code base (this is how I ported Blast to 4.21).

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  • replied
    edulofter Hi. Can you explain to me how to move flex last stable release for ue4 (it's 19.2 version) to 21.1.2 i.e to a repository "GameWorks" by 0lento ? How i can start to do it? I'm a beginner but i very, very need it. Any advice will be very highly rated.

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  • replied
    Why are you guys messing with 4.20 when it has a lot of issues, especially with physics, shouldn't you be messing with 4.21. At least.

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  • replied
    Ya it took several hours because 4.19 had shader and camera matrix changes from 4.18, so I had to change a few things around in the code. I think 4.20 has more of these changes so I am not sure about going any further with it. I even used Notepad++ instead of github lol.
    Last edited by Cytokinetik; 02-11-2019, 08:19 AM.

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  • replied
    Originally posted by Gallonmate View Post
    Maybe 0lento has some tips.
    If the gitignore is setup right, all you'd need to do is to make your own fork, checkout 4.19.2-release and make a custom branch from it, then copy/paste from your offline version there and overwrite all engine files in that dir, add all changes to git, commit and if it's fine, push to github.

    Sometimes these GameWorks branches don't have all things setup for gitignore so it will also ignore some needed binary files but can't tell how it was on VXGI. I personally avoid issues like these most of the time by doing the merges in place so those binaries will be included regardless. If some files do get left behind, you just have to manually edit the .gitignore.

    All this being said... karma4jake how on earth did you manage to merge VXGI 1 without git? There are tons of changes all around the engine for this so doing it manually must have taken ages (plus it's more error prone).

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  • replied
    I mean I'm not too familiar with git but why can't you just fork from UE4 and create new file/upload your files as a new branch.
    I don't personally use gameworks right now, I just didn't want to see anyone get in trouble, but I also don't want to see you waste hours rebuilding a repository if you don't need too.

    Maybe 0lento has some tips.
    Last edited by Gallonmate; 02-10-2019, 05:55 AM.

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