Originally posted by brycelynch
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NVIDIA GameWorks Integration
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Originally posted by ZAxis View PostHi Galaxyman. any news of gamework integeriation for ue4.13 release
NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Originally posted by Miles.Macklin View PostIs there any error message at all? The example FlexProject appears to package fine, so we would need some more information to help. Are the Flex binaries being included in the Engine/Binaries/ThirdParty/PhysX/Flex-1.0.0/Win64 folder?
The fix was simple, add bFlexFluidSurface = false into the FPrimitiveSceneProxy::FPrimitiveSceneProxy (const UPrimitiveComponent* InComponent, FName InResourceName) constructor function.
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Originally posted by brycelynch View PostIt turns out the Boolean bFlexFluidSurface is not initialized to false in FPrimitiveSceneProxy constructor which caused random meshes to be marked as Flex Surfaces because of garbage values. Once this was true the primitives got randomly pulled into the SurfaceSceneProxies array in the FFlexFluidSurfaceRenderer::UpdateProxiesAndResources function.
The fix was simple, add bFlexFluidSurface = false into the FPrimitiveSceneProxy::FPrimitiveSceneProxy (const UPrimitiveComponent* InComponent, FName InResourceName) constructor function.
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Originally posted by Rathren View PostI have a question about flex softbodys. When an object is moving into a soft body it clips through after there is to much pressure. Is there a possibility to make it impossible to clip through by letting it stretch infinite without clipping? Or by making the object stop automatically before it starts to clip?
Here a quick example video where you see the kind of clip I want to prevent:
If anyone can help me it would be much appreciated and thanks for all the awesome work of implementing Gameworks to UE4!!Sorry for asking again but I am really in struggle to handle that problem :/
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Impossible (Right now i don't know but i used flex at 4.10). Flex almost suitable for only visualization.
There are 2 options if suitable for you.
1. Move your object with force. Not with setting transform. With this way flex interacts and create impulse.
2. Create another volume in your softbody until bending limits. If your actor collides with volume inside your softbody than stop movement.
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Just getting started with Flex. Does anyone know how to control the max amount of particles per map? I'm not seeing much in the emitter itself (no expert, though). Also how can you control the overall size/collision of the particles?
I'm trying to make fine water. Is there a place to adjust the viscosity of the particles too? I saw a bunch of parameters in the Flex standalone demo, but having trouble finding them in Unreal.
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Originally posted by zlz_showtime View Post[MENTION=87163]Galaxy[/MENTION]man Can you point me to where the tutorial/example files are for FLEX? Thinking about tooling around with some of the liquid physics and how they interact with Waveworks.
Originally posted by juliax View PostHi Galaxyman, do you plan an integration of tressfx in your gameworks branch ???
Thanks, regards
Originally posted by jmalaska View PostJust getting started with Flex. Does anyone know how to control the max amount of particles per map? I'm not seeing much in the emitter itself (no expert, though). Also how can you control the overall size/collision of the particles?
I'm trying to make fine water. Is there a place to adjust the viscosity of the particles too? I saw a bunch of parameters in the Flex standalone demo, but having trouble finding them in Unreal.NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Originally posted by zlz_showtime View PostNo dice. Does it matter to you that I'm using the 4.9 branch?NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Originally posted by Korcan View PostImpossible (Right now i don't know but i used flex at 4.10). Flex almost suitable for only visualization.
There are 2 options if suitable for you.
1. Move your object with force. Not with setting transform. With this way flex interacts and create impulse.
2. Create another volume in your softbody until bending limits. If your actor collides with volume inside your softbody than stop movement.
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