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    Originally posted by Maxime.Dupart View Post

    Ok it's fixed, i just successfulyl compiled on my side. There were some Nvidia Flow, some Truesky that i missed earlier when i was just grabbing VXGI
    Thank you for your efforts Maxime!
    I tried compiling your latest version 2 times and -to my sheer horror- I'm getting a total memory dump/ BSD during the build-process (VS 2015).
    Maybe something on my end Lookin' into it.
    https://www.artstation.com/chesire

    Comment


      Originally posted by Chesire View Post

      Thank you for your efforts Maxime!
      I tried compiling your latest version 2 times and -to my sheer horror- I'm getting a total memory dump/ BSD during the build-process (VS 2015).
      Maybe something on my end Lookin' into it.
      Did you solve your issue?
      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


        Originally posted by Maxime.Dupart View Post

        Did you solve your issue?
        Unfortunately it seems like I have some kind of driver conflict. Had to change my anti-virus and this made the compile/build run at least a bit longer but then again a full memory dump.
        Don't think this is related to your VXGI build at all. How could it possibly be. I'll keep trying!
        Meanwhile I gathered some compile errors for you. Not sure if they have any value but maybe:


        Attached Files
        https://www.artstation.com/chesire

        Comment


          Hey, I don't know if I'm right here, but can someone explain me How I can create a Flow project or even add Flow to an excisting projectfile that I created using WindyStrife 4.18 Gameworks ?
          I'm just messing around with the Test projectfile at the moment.

          Greetings

          Comment


            Originally posted by Chesire View Post

            Unfortunately it seems like I have some kind of driver conflict. Had to change my anti-virus and this made the compile/build run at least a bit longer but then again a full memory dump.
            Don't think this is related to your VXGI build at all. How could it possibly be. I'll keep trying!
            Meanwhile I gathered some compile errors for you. Not sure if they have any value but maybe:


            Have you tried removing the Intermediate folder, and start over?
            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


              Is there anyone who managed to merge Blast and VXGI with 4.19? I know Maxime got VXGI 4.19, would love to see blast with it. Thanx for all hard work.

              Comment


                Originally posted by jamietelford View Post
                Update: I was able to get around this by adding an additional condition to the if statement that runs the CreateGerstnerWaveUniformBuffer function:

                Code:
                 if (WaveWorks != nullptr && WaveWorksResource != nullptr && WaveWorks->bUseShoreLine)
                {
                WaveWorksResource->WaveWorksGerstnerUniformBuffer = CreateGerstnerWaveUniformBuffer();
                }
                line 259 in C:\..\UnrealEngine\Engine\Source\Runtime\Engine\Private\WaveWorksRender.cpp

                I haven't looked beyond this but before the code is looking for a material to calculate the height and width from for the shoreline interaction.. but if you don't have a texture.. then is crashes out as per the log

                Code:
                [2017.05.11-12.25.14:324][468]LogWindows:Error: UE4Editor-Engine.dll!FWaveWorksSceneProxy::CreateGerstnerWaveUniformBuffer() [d:\git\unrealengine\engine\source\runtime\engine\private\waveworksrender.cpp:177]
                At least with this additional condition you can then start using WaveWorks!

                I'll email the devs to see if they have any opinions.. but now perhaps someone here can comment further.

                Cheers!
                I tried your way,but it does not work. And for me ,it works well in the editor, however,it crashed when run it after packaging.
                The same erro log as this.What can I do now?thanks

                Comment


                  @WindyStrife I clone your branch in the github.And maybe there are some problems.Do you meet it? like it will crash when run waveworks_gdc_map after packaging

                  Comment


                    hello Sevenplex
                    I try to open the waveworks_gdc_map after packaging,but it crashed and the erro log is this:


                    Assertion Failed: Array index out of bounds.

                    Fatal error: [File:U:\UnrealEngineNiv\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 813]
                    Rendering thread exception:
                    Fatal error: [File:U:\UnrealEngineNiv\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 1015]
                    GameThread timed out waiting for RenderThread after 42.90 secs

                    0x0000000088F34008 KERNELBASE.dll!UnknownFunction []
                    0x000000000A62FB00 WaveworksTester-Win64-DebugGame.exe!FWindowsErrorOutputDevice::Serialize() [u:\unrealengineniv\engine\source\runtime\applicationcore\private\windows\windowserroroutputdevice.cpp:65]
                    0x000000000A3CD34C WaveworksTester-Win64-DebugGame.exe!FOutputDevice::Logf__VA() [u:\unrealengineniv\engine\source\runtime\core\private\misc\outputdevice.cpp:70]
                    0x000000000A35CB9D WaveworksTester-Win64-DebugGame.exe!FDebug::AssertFailed() [u:\unrealengineniv\engine\source\runtime\core\private\misc\assertionmacros.cpp:414]
                    0x000000000B94F3BC WaveworksTester-Win64-DebugGame.exe!TBasePassWaveWorksDrawingPolicy::ConfigureQuardTreeInputMapping() [u:\unrealengineniv\engine\source\runtime\renderer\private\basepassrendering.h:1426]
                    0x000000000B931063 WaveworksTester-Win64-DebugGame.exe!TBasePassWaveWorksDrawingPolicy::TBasePassWaveWorksDrawingPolicy() [u:\unrealengineniv\engine\source\runtime\renderer\private\basepassrendering.h:1521]
                    0x000000000B92507D WaveworksTester-Win64-DebugGame.exe!FDrawTranslucentMeshAction::Process() [u:\unrealengineniv\engine\source\runtime\renderer\private\translucentrendering.cpp:508]
                    0x000000000B92600C WaveworksTester-Win64-DebugGame.exe!ProcessBasePassMesh() [u:\unrealengineniv\engine\source\runtime\renderer\private\basepassrendering.h:2086]
                    0x000000000B957554 WaveworksTester-Win64-DebugGame.exe!FTranslucencyDrawingPolicyFactory:rawDynamicWaveWorksMesh() [u:\unrealengineniv\engine\source\runtime\renderer\private\translucentrendering.cpp:882]
                    0x000000000B95AD1B WaveworksTester-Win64-DebugGame.exe!FTranslucentPrimSet:rawWaveWorksPrimitives() [u:\unrealengineniv\engine\source\runtime\renderer\private\translucentrendering.cpp:1167]
                    0x000000000B97AF1C WaveworksTester-Win64-DebugGame.exe!FDeferredShadingSceneRenderer::RenderWaveWorks() [u:\unrealengineniv\engine\source\runtime\renderer\private\translucentrendering.cpp:1918]
                    0x000000000B34F4CE WaveworksTester-Win64-DebugGame.exe!FDeferredShadingSceneRenderer::Render() [u:\unrealengineniv\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1469]
                    0x000000000B87A7A0 WaveworksTester-Win64-DebugGame.exe!RenderViewFamily_RenderThread() [u:\unrealengineniv\engine\source\runtime\renderer\private\scenerendering.cpp:2121]
                    0x000000000B863B98 WaveworksTester-Win64-DebugGame.exe!TGraphTask<FRendererModule::BeginRenderingViewFamily'::26'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [u:\unrealengineniv\engine\source\runtime\core\public\async\taskgraphinterfaces.h:784]
                    0x000000000A23D42E WaveworksTester-Win64-DebugGame.exe!FNamedTaskThread::ProcessTasksNamedThread() [u:\unrealengineniv\engine\source\runtime\core\private\async\taskgraph.cpp:651]
                    0x000000000A23D9DD WaveworksTester-Win64-DebugGame.exe!FNamedTaskThread::ProcessTasksUntilQuit() [u:\unrealengineniv\engine\source\runtime\core\private\async\taskgraph.cpp:560]
                    0x000000000BB12BDB WaveworksTester-Win64-DebugGame.exe!RenderingThreadMain() [u:\unrealengineniv\engine\source\runtime\rendercore\private\renderingthread.cpp:327]
                    0x000000000BB12E2F WaveworksTester-Win64-DebugGame.exe!FRenderingThread::Run() [u:\unrealengineniv\engine\source\runtime\rendercore\private\renderingthread.cpp:461]
                    0x000000000A5C8BD0 WaveworksTester-Win64-DebugGame.exe!FRunnableThreadWin::Run() [u:\unrealengineniv\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
                    0x000000000A5B8A21 WaveworksTester-Win64-DebugGame.exe!FRunnableThreadWin::GuardedRun() [u:\unrealengineniv\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:33]
                    0x000000008B7B1FE4 KERNEL32.DLL!UnknownFunction []
                    0x
                    do you know what's wrong with it?thanks

                    Comment


                      Does anyone add the "Substance plugin" to Maxime.Dupart 's 4.19 branch?

                      Comment


                        This is my solution
                        File: SubstanceCore.Build.cs
                        LineNumber 105 to 132



                        //Toggle on our flag if we are building for PS4
                        //IncludePS4Files = true;
                        }
                        }

                        //Overwrite PS4 SDK if the files don't exist - Check both Engine and Project directories
                        //string ConsoleFilePath = "SubstanceCore\\Private\\SubstanceCorePS4Utils.h";
                        //string BaseEnginePath = Path.Combine("..", "Plugins", "Runtime", "Substance", "Source");
                        //string BaseProjectPath = Path.Combine("Plugins", "Runtime", "Substance", "Source");
                        //string ConsoleEngineFilePath = Path.Combine(BaseEnginePath, ConsoleFilePath);
                        //string ProjectParentDir = System.IO.Directory.GetParent(Target.ProjectFile.ToString().ToString());
                        //string ConsoleProjectFilePath = Path.Combine(ProjectParentDir, BaseProjectPath, ConsoleFilePath);

                        //Check both possible locations of where the console files could be
                        //bool ConsoleFilesFoundInEnginePluginDir = File.Exists(ConsoleEngineFilePath) && IncludePS4Files;
                        //bool ConsoleFilesFoundInProjectPluginDir = File.Exists(ConsoleProjectFilePath) && IncludePS4Files;

                        //Craft the project file location to test as well
                        //IncludePS4Files = (ConsoleFilesFoundInEnginePluginDir || ConsoleFilesFoundInProjectPluginDir) && IncludePS4Files;

                        //PublicDefinitions.Add("SUBSTANCE_HAS_PS4_SDK=" + (IncludePS4Files ? "1" : "0"));

                        //if (IncludePS4Files)
                        // UnrealBuildTool.Log.WriteLine(LogEventType.Log, "Substance Editor Plugin: PS4 Cooking Enabled");
                        }
                        }
                        }

                        Comment


                          ok. This is realllly strange. In the hairworks viewer its working allright! but when it comes to ue4, when i try to add hairworks .apx file to my character blueprint problem starts to show up.
                          It looks like hairs up axis getting changed. I tried to change it when i export from maya. Y up and Z up nothing happens. Same. But when i open it in Viewer it looks ok.... is somebody facing with this problem?
                          ___ That little white thing should be beard....
                          Pursuit of Realistic Cinematic scene.

                          Comment


                            Hello everyone,

                            I am trying to compile the latest editor for the first time using VS17 on win10 (16299.371)

                            I am running into some errors while compiling, this is my output (sorry for the german bits, tried to set VS language to english. 'Bezeichner' = identifier / designator | 'Typspezifizierer' = type specifier)

                            I hope someone can help me get back on track with this. I am very unexperienced using VS so please go a little slower than usual maybe.



                            1>------ Build started: Project: ShaderCompileWorker, Configuration: Development_Program x64 ------
                            1>Performing 35 actions (9 in parallel)
                            1>Module.Core.8_of_9.cpp
                            1>Module.DesktopPlatform.cpp
                            1>Module.MetalShaderFormat.cpp
                            1>Module.ShaderFormatD3D.cpp
                            1>Module.ShaderFormatOpenGL.cpp
                            1>Module.Core.9_of_9.cpp
                            1>Module.ShaderCompileWorker.cpp
                            1>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token "Bezeichner", erwartet wurde "Typspezifizierer"
                            1>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token "Bezeichner", erwartet wurde "Typspezifizierer"
                            1>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token "Bezeichner", erwartet wurde "Typspezifizierer"
                            1>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token "Bezeichner", erwartet wurde "Typspezifizierer"
                            1>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token "Bezeichner", erwartet wurde "Typspezifizierer"
                            1>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token "Bezeichner", erwartet wurde "Typspezifizierer"
                            1>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token "Bezeichner", erwartet wurde "Typspezifizierer"
                            1>ERROR : UBT error : Failed to produce item: D:\UE4FLEX\UnrealEngine-FleX-4.17.1\Engine\Intermediate\Build\Win64\ShaderCompileWorker\Development\ShaderCompileWorker-Core.lib
                            1>Total build time: 3.35 seconds (Local executor: 0.00 seconds)
                            1>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command "..\..\Build\BatchFiles\Build.bat ShaderCompileWorker Win64 Development -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.
                            1>Done building project "ShaderCompileWorker.vcxproj" -- FAILED.
                            2>------ Build started: Project: UE4, Configuration: Development_Editor x64 ------
                            2>Creating makefile for UE4Editor (no existing makefile)
                            2>Performing full C++ include scan (no include cache file)
                            2>Building UnrealHeaderTool...
                            2>Performing 10 actions (9 in parallel)
                            2>Module.Core.9_of_9.cpp
                            2>Module.Core.8_of_9.cpp
                            2>Module.UnrealHeaderTool.cpp
                            2>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token "Bezeichner", erwartet wurde "Typspezifizierer"
                            2>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token "Bezeichner", erwartet wurde "Typspezifizierer"
                            2>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token "Bezeichner", erwartet wurde "Typspezifizierer"
                            2>ERROR : UBT error : Failed to produce item: D:\UE4FLEX\UnrealEngine-FleX-4.17.1\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool-Core.lib
                            2>Total build time: 5.20 seconds (Local executor: 0.00 seconds)
                            2>EXEC : error : UnrealHeaderTool failed for target 'UE4Editor' (platform: Win64, module info: D:\UE4FLEX\UnrealEngine-FleX-4.17.1\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor.uhtmanifest, exit code: OtherCompilationError (5)).
                            2>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command "..\..\Build\BatchFiles\Build.bat UE4Editor Win64 Development -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.
                            2>Done building project "UE4.vcxproj" -- FAILED.
                            ========== Build: 0 succeeded, 2 failed, 2 up-to-date, 0 skipped ==========

                            Comment


                              my previous post is moot, i solved the problem by using the version Sevenplex provided, using a fresh VS2015 install to compile. Gonna check things out now, very excited

                              Comment


                                Originally posted by Maxime.Dupart View Post

                                Have you tried removing the Intermediate folder, and start over?
                                Reinstalled some stuff. All good now. Again, many thanks for your continuous efforts!

                                https://www.artstation.com/chesire

                                Comment

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