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  • replied
    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
    hi olento can you try again your 4.21 flex branch i think main conflict particle because Niagra particle is new added

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  • replied
    any body merge cataclysm 4.19 in gameworks 4.19??????? 4.19 cata work fine but single only

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  • replied
    Originally posted by porckchop View Post
    Has anyone tried using flex with 4.21? i mean does it work at all for you?
    error only not success

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  • replied
    Has anyone tried using flex with 4.21? i mean does it work at all for you?

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  • replied
    Originally posted by 0lento View Post
    Your folder path is too long (UE4 itself has pretty long path and your system path + ue4's paths just don't fit into that limitation). Place ue4 closer to root folder to fix it.
    Thank you for 0lento. We found that it seems impossible to apply Waveworks to static grid objects in Waveworks testing. When we use Waveworks StaticMesh component, it will cause engine crash directly. Even the blueprint of Waveworks testing project itself is the same. This seems normal in 4,20 Waveworks?

    This BUG has been found in the current testing of Waveworks, and other content runs perfectly.

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  • replied
    Originally posted by malcriado View Post
    Im getting this error everytime i tried to run setup, any ideas?
    Your folder path is too long (UE4 itself has pretty long path and your system path + ue4's paths just don't fit into that limitation). Place ue4 closer to root folder to fix it.

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  • replied
    Im getting this error everytime i tried to run setup, any ideas?

    Click image for larger version

Name:	fail.png
Views:	18
Size:	16.1 KB
ID:	1566933

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  • replied
    Thank you very much for the work of 0lento and mechadeck, which allows us to use Wavework in 4.21. So far, it's really hard to find a better ocean solution than Waveworks.

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  • replied
    Originally posted by 0lento View Post





    If you have spare time (I don't have atm) and want to fix these yourself, here are my WIP branches. Both have README.md that has notes in the beginning what's broken:

    https://github.com/0lento/UnrealEngi...21-GW-FleX-WIP
    https://github.com/0lento/UnrealEngi...4.21-GW-VL-WIP

    Do not expect these to work - they don't.
    flex and volumetric light will work ? DXR is damage any gameworks ???

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  • replied
    Originally posted by samrat333 View Post

    karma4jake
    can you merge flex in 4.21????
    Originally posted by porckchop View Post
    Flex for 4.21 Please Anyone
    Originally posted by enoes View Post

    oh no thank you olento but Flex and Volumetric light need this branch
    If you have spare time (I don't have atm) and want to fix these yourself, here are my WIP branches. Both have README.md that has notes in the beginning what's broken:

    https://github.com/0lento/UnrealEngi...21-GW-FleX-WIP
    https://github.com/0lento/UnrealEngi...4.21-GW-VL-WIP

    Do not expect these to work - they don't.

    Leave a comment:


  • replied
    Originally posted by 0lento View Post
    Like mechadeck (TritonSailor) mentioned, he's been working on WaveWorks for 4.21 for a while. I took his changes (thanks for all the work!), made some small tweaks and WaveWorks is now on 4.21-GameWorks branch. I'm not super happy about the Nvidia GPU dependency on WaveWorks but VXGI2 is even more limited in terms of supported GPUs so I merged it in anyway. This also triggered some build issues with TXAA so had to fix those as well. Here's link and full list again:

    https://github.com/0lento/UnrealEngi...4.21-GameWorks (UE 4.21.1, PhysX additions, Nvidia Blast, Flow, HairWorks, HBAO+, TXAA, WaveWorks and VXGI 2)

    Worth noting that I don't know what happens with the WaveWorks on VR so no guarantees it works there..

    Tagging LexCurtis, 最后的馒头 as you were asking about WaveWorks before.
    oh no thank you olento but Flex and Volumetric light need this branch

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  • replied
    Like mechadeck (TritonSailor) mentioned, he's been working on WaveWorks for 4.21 for a while. I took his changes (thanks for all the work!), made some small tweaks and WaveWorks is now on 4.21-GameWorks branch. I'm not super happy about the Nvidia GPU dependency on WaveWorks but VXGI2 is even more limited in terms of supported GPUs so I merged it in anyway. This also triggered some build issues with TXAA so had to fix those as well. Here's link and full list again:

    https://github.com/0lento/UnrealEngi...4.21-GameWorks (UE 4.21.1, Nvidia Blast, Flow, HairWorks, HBAO+, TXAA, WaveWorks and VXGI 2)

    Worth noting that I don't know what happens with the WaveWorks on VR so no guarantees it works there..

    Tagging LexCurtis, as you were asking about WaveWorks before.
    Last edited by 0lento; 03-11-2019, 10:05 AM.

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  • replied
    Flex for 4.21 Please Anyone

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  • replied
    Does this https://github.com/windystrife/Unrea...AGameWorks#mac build on Mac 10.14? I got compiling errors under Xcode 10 and older versions I'm not the only one having problems building gamewors on Mac Than you.

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