Announcement

Collapse
No announcement yet.

NVIDIA GameWorks Integration

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Originally posted by Maxime.Dupart View Post
    Fully turned my focus on 4.15.1.

    I most likely won't share any 4.15 build for now. They're requiring more work and might be 'hacky' here and there.

    Upgraded from 4.15 to 4.15.1 and brought Hairworks in.




    Also busy working on unannounced FPS game ! Can't play with UE build all day long
    Looks good! Why aren't you sharing your 4.15 build? I'm sure there's several people it could help!

    Comment


      Originally posted by TX_LOSER View Post
      [MENTION=330604]Miles.Macklin[/MENTION] When can I see an update about WaveWorks?
      Sorry, I am only able to comment on Flex release schedule. I am not sure the status of Waveworks integration.

      Comment


        Originally posted by Maxime.Dupart View Post
        Have you both checked the Ragdoll test map? there's clearly collision with the ragdoll which is a SkeletalMeshActor using physics asset. The 'per-poly' isn't working, but it isn't that surprising?

        Just made this small test:

        Thanks for putting this together Maxime!

        Originally posted by iniside View Post
        It only works if skeletal mesh is root. It doesn't work with with something like character setup.
        Can you be more specific about your character setup? Is this not a skeletal mesh actor? Or it is parented to some other actor somehow?

        Comment


          Originally posted by Miles.Macklin View Post
          Thanks for putting this together Maxime!



          Can you be more specific about your character setup? Is this not a skeletal mesh actor? Or it is parented to some other actor somehow?
          Just use ACharacter as base. It have Capsule component as root, and Skeletal Mesh is child of capsule. In this setup Flex Cloth doesn't collide with skeletal mesh.
          Attaching Flex component as child to skeletal mesh, doesn't fix anything.
          https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

          Comment


            Originally posted by ZAxis View Post
            xenthor this is step by step way to reproduce my issue :

            [ATTACH=CONFIG]132589[/ATTACH]
            Same for me. 4.14.3 VXGI branch here. Also, enabling directional light VXGI indirect lighting crashes the editor.

            Comment


              Just a note to say that the official Flex and Flow integrations into UE 4.15.0 are now available here:

              https://github.com/NvPhysX/UnrealEng...ee/FleX-4.15.0
              https://github.com/NvPhysX/UnrealEng...lowPlugin-4.15

              Comment


                Originally posted by AlexJ16 View Post
                Looks good! Why aren't you sharing your 4.15 build? I'm sure there's several people it could help!
                +1 with this. I guess [MENTION=649466]Maxime.Dupart[/MENTION] has reasons not to share the build at the moment but it would really help if he has plan to in the future. Since [MENTION=31173]GalaxyMan2015[/MENTION] has paused his integration build progress, it looks like he's our only hope for the awesome GameWorks custom builds

                Comment


                  Originally posted by Miles.Macklin View Post
                  Just a note to say that the official Flex and Flow integrations into UE 4.15.0 are now available here:

                  https://github.com/NvPhysX/UnrealEng...ee/FleX-4.15.0
                  https://github.com/NvPhysX/UnrealEng...lowPlugin-4.15
                  This is great. Thanks guys! I just tested flow and it looks beautiful. Solid fuel map is especially interesting. Is there any documentation?
                  Last edited by Nigkdo; 03-16-2017, 05:59 AM.

                  Comment


                    Originally posted by Miles.Macklin View Post
                    Just a note to say that the official Flex and Flow integrations into UE 4.15.0 are now available here:

                    https://github.com/NvPhysX/UnrealEng...ee/FleX-4.15.0
                    https://github.com/NvPhysX/UnrealEng...lowPlugin-4.15
                    I had a look at the NvFlowPlugin, am I to understand that NvFlow is a plugin to be used on any branch of UE4?

                    Comment


                      Is there any way to change a staticmesh asset Flex Asset parameter to (cloth,solid or soft) with c++ at runtime without using the staticmesh editor?

                      Comment


                        Originally posted by Number47 View Post
                        I had a look at the NvFlowPlugin, am I to understand that NvFlow is a plugin to be used on any branch of UE4?
                        As stated on github "The integration is mostly isolated to a plugin, with minimal code added to the engine." so as i understand its not entirely plugin.

                        Comment


                          There's a bug in the Volumetric Lighting branch when using render targets (in my case using scene capture 2d with a scene capture component in my character blueprint drawn to the HUD). Things get way brighter than they should be. With Volumetric Lighting Intensity at 1 things still look pretty normal but if it is changed to 20 there's a huge change when compared to what happens within the viewport.

                          Comment


                            Originally posted by Miles.Macklin View Post
                            Just a note to say that the official Flex and Flow integrations into UE 4.15.0 are now available here:

                            https://github.com/NvPhysX/UnrealEng...ee/FleX-4.15.0
                            https://github.com/NvPhysX/UnrealEng...lowPlugin-4.15

                            Thanks Nvidia team !

                            LinkedIn | Link custom Shaders in 4.21/4.22/4.23 | Atmosphere Modelisation | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP

                            Comment


                              Can't wait for the 4.15 VXGI branch as it will finally mix AFR (sli) and VXGI. (hopefully)
                              We use it for visualizations and for a ton of modifications on the fly, VXGI really pays off in spite of it's limitations. It's however very taxing in 4k so hopefully with SLI support we'll see it go to fluid frame rates.

                              Comment


                                Originally posted by Miles.Macklin View Post
                                Sorry, I am only able to comment on Flex release schedule. I am not sure the status of Waveworks integration.
                                Oh,no! I really look forward to use waveworks ue4.14 or4.15. Why not update recently´╝č Is this branch a state of no maintenance´╝č

                                Comment

                                Working...
                                X