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  • replied


    Same build of VXGI as was used in the 4.19 branch (2.0.1), no new integration features except for engine's Rect Light support for indirect lighting.[/QUOTE]
    hi
    Alexey.Panteleev how to add in hairworks your branch

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  • replied
    New UE4.21 branch with VXGI 2.0: https://github.com/NvPhysX/UnrealEngine/tree/VXGI2-4.21

    Same build of VXGI as was used in the 4.19 branch (2.0.1), no new integration features except for engine's Rect Light support for indirect lighting.

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  • replied
    It seems that the Gameworks version is somewhat backward. We haven't even seen the full 4.20 version of Gameworks yet. Don't we know that when RTX is released, Gameworks will integrate some functions into RTX?

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  • replied
    Originally posted by 0lento View Post
    Technically many GameWorks techs are integrated as plugins but ALL of them currently require some engine side changes in addition. So at the moment it's not possible to just pick any of these plugins and compile them with stock UE4.
    What "some engine side changes" do you mean?
    I need to give a push to my programmers.))

    Leave a comment:


  • replied
    Good morning everyone. First off, thank you to 0lento and everyone else contributing to the Unreal Gameworks integrations.

    I've got a VR project that is fully gameworks integrated. 4.19.2 with 0lento's branch I believe. It complies well and runs well when particle count is managed properly.

    I am running into a small problem however where at times randomly my render thread crashes. I read in the Flex docs that Flex is not render safe.

    To make it work with VR, I am running no more than 3000 particles, with reduced substepping and at half res.

    I was wondering if there were any other best practices to help mitigate render thread issues.

    Thank you for your time.

    Leave a comment:


  • replied
    Does anyone know how to get the active particle count of a container in blueprint? I'm trying to make a C++ function that will do this but can't quite work it out :/

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  • replied
    Hi, my unreal engine videos flickers when i render. Im using Vxgi. this is how its looking http://prntscr.com/lltkwb

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  • replied
    Originally posted by 0lento View Post
    4.19 Flex from Nvidia repo I assume? I made them PR for this but they haven't accepted it (https://github.com/NvPhysX/UnrealEngine/pull/523)

    I have fixed branch due to the open PR here: https://github.com/0lento/UnrealEngi...PR-FleX-4.19.2, additionally my https://github.com/0lento/UnrealEngi...4.19-GameWorks contains FleX and fixes as well.

    For 4.20 I have a separate FleX branch here: https://github.com/0lento/UnrealEngine/tree/4.20-FleX and https://github.com/0lento/UnrealEngi...4.20-GameWorks if you want other techs too.
    Hello!
    1) Can I compile through Visual Studio Code?
    2) 0lento, help with errors (https://github.com/0lento/UnrealEngine/tree/4.20-FleX). Files attached.
    Visual Studio Enterprise 2017. Version 15.3.2. More on the link:
    https://docs.google.com/open?id=1auC...yA6w_h_WD22j4k
    Text compile:
    1>------ Build started: project: DotNETUtilities, Configuration: Development Any CPU ------
    1> DotNETUtilities -> E:\UnrealEngine-4.20-FleX\Engine\Binaries\DotNET\DotNETUtilities.dll
    2>------ Build started: project: UnrealBuildTool, Configuration: Development Any CPU ------
    2> UnrealBuildTool -> E:\UnrealEngine-4.20-FleX\Engine\Binaries\DotNET\UnrealBuildTool.exe
    3>------ Build started: project: ShaderCompileWorker, Configuration: Development_Program x64 ------
    3>Creating makefile for ShaderCompileWorker (no existing makefile)
    3>Performing full C++ include scan (no include cache file)
    3>using Visual Studio 2017 14.11.25503 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.11.25503) and Windows 10.0.15063.0 SDK (C:\Program Files (x86)\Windows Kits\10).
    3>Building UnrealHeaderTool...
    3>Creating makefile for UnrealHeaderTool (no existing makefile)
    3>Performing full C++ include scan (no include cache file)
    3>using Visual Studio 2017 14.11.25503 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.11.25503) and Windows 10.0.15063.0 SDK (C:\Program Files (x86)\Windows Kits\10).
    3>Distributing 40 actions to XGE
    3>EXEC : Fatal error: Failed to open/create session data
    3>Failed to open/create session data: STATUS_ACCESS_DENIED
    3>ERROR: UBT error : Failed to produce item: E:\UnrealEngine-4.20-FleX\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\Core\UnrealHeaderTool-Core.lib
    3> (see ..\Programs\UnrealBuildTool\Log_UHT.txt for full exception trace)
    3>Total build time: 13.24 seconds (XGE executor: 0.00 seconds)
    3>EXEC : error : UnrealHeaderTool failed for target 'ShaderCompileWorker' (platform: Win64, module info: E:\UnrealEngine-4.20-FleX\Engine\Intermediate\Build\Win64\ShaderCompileWorker\Development\ShaderCompileWorker.uhtmanifest, exit code: OtherCompilationError (5)).
    3>C:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets (44.5): error MSB3075: command..\..\Build\BatchFiles\Build.bat ShaderCompileWorker Win64 Development-WaitMutex-FromMsBuild" has finished working with code 5. Make sure you have sufficient privileges to run this command.
    3>Build the ShaderCompileWorker project.vcxproj " failed.
    4>------ Build started: project: UE4, Configuration: Development_Editor x64 ------
    4>Performing full C++ include scan (building a new target)
    4>Creating makefile for UE4Editor (no existing makefile)
    4>using Visual Studio 2017 14.11.25503 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.11.25503) and Windows 10.0.15063.0 SDK (C:\Program Files (x86)\Windows Kits\10).
    4>Building UnrealHeaderTool...
    4>Distributing 40 actions to XGE
    4>EXEC : Fatal error: Failed to open/create session data
    4>Failed to open/create session data: STATUS_ACCESS_DENIED
    4>ERROR: UBT error : Failed to produce item: E:\UnrealEngine-4.20-FleX\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\Core\UnrealHeaderTool-Core.lib
    4> (see ..\Programs\UnrealBuildTool\Log_UHT.txt for full exception trace)
    4>Total build time: 0.66 seconds (XGE executor: 0.00 seconds)
    4>EXEC : error : UnrealHeaderTool failed for target 'UE4Editor' (platform: Win64, module info: E:\UnrealEngine-4.20-FleX\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor ahhh!uhtmanifest, exit code: OtherCompilationError (5)).
    4>C:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets (44.5): error MSB3075: command..\..\Build\BatchFiles\Build.bat UE4Editor Win64 Development-WaitMutex-FromMsBuild" has finished working with code 5. Make sure you have sufficient privileges to run this command.
    4 > Build the project " UE4.vcxproj " failed.
    ========== Build: succeeded: 2, failed: 2, unchanged: 0, skipped: 0 ==========
    Attached Files

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  • replied
    +1 for Hairworks in 4.21 please!
    Can you also magically make it work with forward rendering? Not being able to export alpha passes is driving me nuts...

    Leave a comment:


  • replied
    Hi guys,

    After building this version of the engine and trying to distribute the built package out to team-mates, i'm unfortunately getting this error:

    Assertion failed: VXGIDLLHandle [File:B:\Unreal_Engine\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformMisc.cpp] [Line: 2646]

    UE4Editor_Core!FDebug::AssertFailed() [b:\unreal_engine\engine\source\runtime\core\private\misc\assertionmacros.cpp:419] UE4Editor_Core!FWindowsPlatformMisc::LoadVxgiModule() [b:\unreal_engine\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:2647] UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::LoadPreInitModules() [b:\unreal_engine\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:38] UE4Editor!FEngineLoop::LoadPreInitModules() [b:\unreal_engine\engine\source\runtime\launch\private\launchengineloop.cpp:2419] UE4Editor!FEngineLoop::PreInit() [b:\unreal_engine\engine\source\runtime\launch\private\launchengineloop.cpp:1499] UE4Editor!GuardedMain() [b:\unreal_engine\engine\source\runtime\launch\private\launch.cpp:127] UE4Editor!GuardedMainWrapper() [b:\unreal_engine\engine\source\runtime\launch\private\windows\launchwindows.cpp:144] UE4Editor!WinMain() [b:\unreal_engine\engine\source\runtime\launch\private\windows\launchwindows.cpp:223] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253] kernel32 ntdll


    I'm using Jenkins to build on a server for ease of distribution using this command:

    "B:\Unreal_Engine\Engine\Binaries\DotNET\AutomationTool.exe" BuildGraph -target="Make Installed Build Win64" -script=B:\Unreal_Engine\Engine/Build/InstalledEngineBuild.xml -set:HostPlatformOnly=true -set:WithDDC=false -set:SignExecutables=false


    I noticed that some people were having a similar issue in earlier engine versions and i was wondering if anyone has a definitive fix for this?

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  • replied
    Technically many GameWorks techs are integrated as plugins but ALL of them currently require some engine side changes in addition. So at the moment it's not possible to just pick any of these plugins and compile them with stock UE4.

    Leave a comment:


  • replied
    That's not entirely true. Blast is basically already a plugin, similar to how Apex Destruction is an integrated plugin.
    Blast will most likely start shipping with UE4 by default sometime soon.

    Flex is also not far from being a plugin.
    Last edited by Gallonmate; 11-11-2018, 06:28 PM.

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  • replied
    Originally posted by benicourt View Post
    Hello everybody,

    I'd like to know what tool of Gameworks is "really integrated" in UE4 actually. If i visit this page: https://github.com/NvPhysX/UnrealEngine : I see tools like Cataclysm - sort of abandonned project.... What about Flex, flow or Blast ?
    I see in this thread many forks which port the official nvidia to 4.20 or 4.21...
    I think VRWorks is integrated... but what % of this....

    For me, integrated is that we can use it without recompile a fork of UE4 Editor... such as un plugin.

    Could you please clarify this ? What is the politic of Epic and Nvidia ?

    Many Thanks,
    Greg
    Gameworks tech will never be "integrated" into unreal like you describe. They will always require a fork and custom engine build
    Last edited by kostenickj; 11-12-2018, 05:29 AM.

    Leave a comment:


  • replied
    Hello everybody,

    I'd like to know what tool of Gameworks is "really integrated" in UE4 actually. If i visit this page: https://github.com/NvPhysX/UnrealEngine : I see tools like Cataclysm - sort of abandonned project.... What about Flex, flow or Blast ?
    I see in this thread many forks which port the official nvidia to 4.20 or 4.21...
    I think VRWorks is integrated... but what % of this....

    For me, integrated is that we can use it without recompile a fork of UE4 Editor... such as un plugin.

    Could you please clarify this ? What is the politic of Epic and Nvidia ?

    Many Thanks,
    Greg
    Last edited by benicourt; 11-11-2018, 03:50 AM.

    Leave a comment:


  • replied
    As an amateur at game-making I am interested in having the functionality of FLEX. I saw it in a Youtube video andI have tried to follow the instrux in the following link from 2015: https://forums.unrealengine.com/deve...nreal-engine-4.
    However, I can't make it work. I did get a partial result following the instrux in the link. The downloaded file unzips to a set of directories but the projects step fails as does everything after that. I tried to run one of the incomplete projects in 4.19 and got an error stating it was made with an older version of UE. I notice there is no material in the directories anyway.
    Do I need to use only older versions of these programs? Is Flex available from a Plugin, or a downloadable project in Marketplace? Are the functions of Flex already integrated into UE4?

    Leave a comment:

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