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NVIDIA GameWorks Integration

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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.

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  • 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.

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  • 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.

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  • 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?

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  • replied
    "Most" is bit of an exaggeration when all I have properly running at the moment on 4.21 is Blast, Flow and TXAA

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  • replied
    Most of the content of Gameworks has been pushed to 4.21, and it seems that VXGI updates to 4.21 are far away.

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  • replied
    HairWorks is inferior NeoFur, because it does not support object collisions in Ue4. That is, when the character suddenly lies on the bed, the hair fails and does not get disoriented on the bed.
    https://youtu.be/2-R5a05Dsc8?t=49s
    For games VR HairWorks is not suitable, because I can not brake my hair because there is no interaction with collisions with UE4!
    https://drive.google.com/open?id=1z2...VcVc-wT5ciJTY5

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  • replied
    Small status report, I pushed few techs in 4.21-GameWorks now:
    https://github.com/0lento/UnrealEngi...4.21-GameWorks (includes 4.21.0-release, Blast, Flow, TXAA and my physics modifications)

    I got HBAO+ and Volumetric Lighting both compiled on 4.21 as well but they require some additional changes to display properly so they are not in the public merge branch. Flex will take some additional effort due to the physics changes in 4.21 (had to do bunch of changes for Blast and Flow too) and I didn't examine HairWorks that much yet but it at least has some namespace issue that needs to be sorted out.

    HBAO+ isn't all that important now that built-in SSAO works in forward rendering with 4.21 but I'll see if I can sort the rendering changes out so I can include it here, shouldn't be too big of an issue.

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  • replied
    Since 4.21 released now, I pushed now my physics modifications and Nvidia Blast into 4.21.0-release here:
    https://github.com/0lento/UnrealEngi...e/4.21-Physics

    Don't try to build this branch with VS2015, I tried that and got one really weird bug on overlap check that would crash the engine. Bug isn't present when compiling with VS2017 (which is default for 4.21 anyway).
    Last edited by 0lento; 11-07-2018, 07:20 PM.

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  • replied
    I'm having a hard time integrating AudioKinetic's Wwise into the gameworks engine and i hope someone can help me out.
    When launching the engine it gave me an error saying it was missing a specific file (AKaudio) i had followed the instructions for the Wwise manual integration perfectly and couldn't find anything about it on google.
    I've now restarted with a clean branch from HaBe2305 but i require the wwise plugin to open my project, it is a very uncommon problem I assume but I still hope someone here is able to help out.

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  • replied
    Originally posted by HaBe2305 View Post

    I remember seeing a node that disables Anitaliasing in one of the Blueprints from the WaveWorks demo, don't know exactly which one, but you may want to check there first, pretty sure that's your problem right now.
    OK! The Logic Blueprint! Very thanks!

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  • replied
    Originally posted by 0lento View Post
    Oh, you had THAT issue. It's actually 4.19 issue, not really related to FleX. I put the fix for it on my 4.19-Gameworks but fix isn't in the FleX PR because it's unrelated.

    Basically you need to do this change: https://github.com/0lento/UnrealEngi...3c26e712a9c70d or if you don't need the media plugin just disable the WMF Media plugin from your project (as it's the one that throws that error on packaging).
    It worked!! Thank you so much!

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  • replied
    Originally posted by HaBe2305 View Post
    I remember seeing a node that disables Anitaliasing in one of the Blueprints from the WaveWorks demo, don't know exactly which one, but you may want to check there first, pretty sure that's your problem right now.
    I tried to see, but I did not find anything. If someone can help for this ... it would be greatly appreciated

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  • replied
    Originally posted by HaBe2305 View Post
    Actually, that honor belongs to 0lento. My fork is based on his work, and I just added the WaveWorks port yet. Without him, there would be nothing.
    I had just found that out haha, but it still doesn't change the fact that you've been dedicated a lot of work and effort and that is very much appreciated!

    Also if you're interested, I've personally been working on a pretty ambitious dream project that has been ongoing for +2 years, if you're interested i'm looking for help with c++ programming and various other aspects of development.

    Leave a comment:

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