Does anyone know why I can't import .apx files into UE4? I get an import error and I want to use hairworks for my game does UE4 not support .apx I thought it did?
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Originally posted by Last_Attempt View PostDoes anyone know why I can't import .apx files into UE4? I get an import error and I want to use hairworks for my game does UE4 not support .apx I thought it did?NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Originally posted by GalaxyMan2015 View PostAre you using the NVIDIA branch? UE4 by default will not import HairWorks APX, you have to use the NVIDIA HairWorks build (or my merged branch).
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You need to have a github account and it needs to be linked to your Unreal account for my link or the NVIDIA link to work. Refer to this: https://www.unrealengine.com/ue4-on-github
This will give you the source which you will have to build yourself, there is no pre-integrated version available. Also note that you will be bound to the engine version that the integration is available for, so 4.9.2 if you use my branch or 4.10 if you use NVIDIA's. My branch has a couple extra features.
I am in the process of updating to 4.11 but thats going to be a while longer.NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Ok, I did all of that but when I click on the setup.bat I get an error "Failed to download 'http://cdn.unrealengine.com/dependencies/264179-79a5af44194 ect... The Specified path, file name, or both are too long. The fully qualified file name must be less than 260 characters, and the directory name must be less than 248 characters. <PathTooLongException> Do you know how to fix this?
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Originally posted by Last_Attempt View PostOk, I did all of that but when I click on the setup.bat I get an error "Failed to download 'http://cdn.unrealengine.com/dependencies/264179-79a5af44194 ect... The Specified path, file name, or both are too long. The fully qualified file name must be less than 260 characters, and the directory name must be less than 248 characters. <PathTooLongException> Do you know how to fix this?NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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This is more of a github question. So, I have installed Galaxymans previous Gameworks versions and I have installed Nvidias previous versions from Github following everyone's help on here, Thanks everyone for that!
Does Nvidia have a Unreal Hairworks 4.11 only version on Github? I have a hard time with understanding exactly where branches are at, the status, and version level on Github, I see that Multires and Turbulence state 4.11 branches. Any help appreciated!
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Originally posted by coldpizzapunk View PostThis is more of a github question. So, I have installed Galaxymans previous Gameworks versions and I have installed Nvidias previous versions from Github following everyone's help on here, Thanks everyone for that!
Does Nvidia have a Unreal Hairworks 4.11 only version on Github? I have a hard time with understanding exactly where branches are at, the status, and version level on Github, I see that Multires and Turbulence state 4.11 branches. Any help appreciated!
Originally posted by Last_Attempt View PostOk, I moved the folder location and it got past that part however now when I click "GenerateProjectFiles" I get an error "This program requires either Visual Studio 2013 or 2012. Please check that you have Visual Studio installed. Do I need Visual Studio or did I do something wrong?NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Originally posted by Last_Attempt View PostI installed visual studio 2015 community edition and it gives me the same error as before.NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Originally posted by Last_Attempt View PostI installed visual studio 2015 community edition and it gives me the same error as before.
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I have a little problem with VXGI and emissive lights. I have an Object, that only lights up, once the player is closer and turn off again, once the player is further away. The VXGI Light however, stays always the same (max power), while the emissive material changes as intended. I tried 2 methods for the emissive to do that effect (one in material, one in Blueprint) but neither seem to make the VXGI light act accordingly. On other dynamic moving Objects, the emissive is just fine (as it always the same power).
Maybe someone has a solution for this, or faced the same problem?
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Originally posted by Nekronata View PostI have a little problem with VXGI and emissive lights. I have an Object, that only lights up, once the player is closer and turn off again, once the player is further away. The VXGI Light however, stays always the same (max power), while the emissive material changes as intended. I tried 2 methods for the emissive to do that effect (one in material, one in Blueprint) but neither seem to make the VXGI light act accordingly. On other dynamic moving Objects, the emissive is just fine (as it always the same power). Maybe someone has a solution for this, or faced the same problem?
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