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  • replied
    Epic never made any commitment to these things becoming a proper part of UE4 and Nvidia look to have lost interest too. So in my book the sensible approach for future projects is to assume this stuff is dead, I'm certainly not basing a single future plan on any of these things, even though I was a fan of FleX and Flow. Obviously there are exceptions for certain project scenarios but its a world of pain trying to keep old versions up to date with modern UE4 versions so I'd rather give up at this stage.

    Leave a comment:


  • replied
    Originally posted by MilanDierickDAE View Post
    I'll be joining the club of waiting for updated Gameworks integrations into Unreal, specifically WaveWorks, however, since WaveWorks 2.0 is announced I'd say they're going to take that technology and port it to newer releases of Unreal.

    I was curious as to what we could expect, but all I could find was an interview with the developers of Atlas, the 3 things you should know article, and the info page about WaveWorks by NVIDIA themselves. ETA was soon back in early 2019, with no more information as of yet that I could find. Does anyone have more information on this? Looking to use WaveWorks in UE4 4.23 / 4.24 / 4.25...

    This is actually something I want to do too. To use Waveworks in UE4 v4.25. This is the most I've found in regards to a download but I don't know if it's usable or not.
    https://developer.nvidia.com/waveworks

    There's literally nothing outside of a few videos for the software and I really wish both Epic and Nvidia wouldn't be so quiet about this. While UE5 was announced, there's no release date that I've seen for that so right now UE4 is all we have to rely on.

    Have you heard or seen anything new about this?

    I can't even find Waveworks 1.0 for UE4 v4.25. The last version on Github is 4.19 and all of the links previously given for a more updated version are invalid/dead links now. I am at a literal dead-end. So I am hoping someone here knows something about this.

    Leave a comment:


  • replied
    Awesome!

    Will take a closer look again tomorrow and let you know!


    EDIT0:

    Had a look at my cmake version in VS2019:


    cmake version 3.17.20032601-MSVC_2

    CMake suite maintained and supported by Kitware (kitware.com/cmake).
    EDIT1:

    Running AutomationTool...
    C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Current\Bin\Microsoft.Common.CurrentVersion.targe
    ts(2081,5): warning MSB3245: Could not resolve this reference. Could not locate the assembly "Ionic.Zip.Reduced". Check
    to make sure the assembly exists on disk. If this reference is required by your code, you may get compilation errors.
    [D:\Janek\UE4.25PhysXBlast\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
    C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Current\Bin\Microsoft.Common.CurrentVersion.targe
    ts(2081,5): warning MSB3245: Could not resolve this reference. Could not locate the assembly "Microsoft.VisualStudio.Se
    tup.Configuration.Interop". Check to make sure the assembly exists on disk. If this reference is required by your code,
    you may get compilation errors. [D:\Janek\UE4.25PhysXBlast\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\UnrealB
    uildTool.csproj]
    Platform\Mac\MacToolChain.cs(11,7): error CS0246: The type or namespace name 'Ionic' could not be found (are you missin
    g a using directive or an assembly reference?) [D:\Janek\UE4.25PhysXBlast\UnrealEngine\Engine\Source\Programs\UnrealBui
    ldTool\UnrealBuildTool.csproj]
    Platform\Mac\UEDeployMac.cs(10,7): error CS0246: The type or namespace name 'Ionic' could not be found (are you missing
    a using directive or an assembly reference?) [D:\Janek\UE4.25PhysXBlast\UnrealEngine\Engine\Source\Programs\UnrealBuil
    dTool\UnrealBuildTool.csproj]
    Platform\TVOS\TVOSToolChain.cs(13,7): error CS0246: The type or namespace name 'Ionic' could not be found (are you miss
    ing a using directive or an assembly reference?) [D:\Janek\UE4.25PhysXBlast\UnrealEngine\Engine\Source\Programs\UnrealB
    uildTool\UnrealBuildTool.csproj]
    Platform\TVOS\TVOSToolChain.cs(14,7): error CS0246: The type or namespace name 'Ionic' could not be found (are you miss
    ing a using directive or an assembly reference?) [D:\Janek\UE4.25PhysXBlast\UnrealEngine\Engine\Source\Programs\UnrealB
    uildTool\UnrealBuildTool.csproj]
    Platform\Android\AndroidAARHandler.cs(13,7): error CS0246: The type or namespace name 'Ionic' could not be found (are y
    ou missing a using directive or an assembly reference?) [D:\Janek\UE4.25PhysXBlast\UnrealEngine\Engine\Source\Programs\
    UnrealBuildTool\UnrealBuildTool.csproj]
    Platform\IOS\IOSToolChain.cs(14,7): error CS0246: The type or namespace name 'Ionic' could not be found (are you missin
    g a using directive or an assembly reference?) [D:\Janek\UE4.25PhysXBlast\UnrealEngine\Engine\Source\Programs\UnrealBui
    ldTool\UnrealBuildTool.csproj]
    Platform\IOS\IOSToolChain.cs(15,7): error CS0246: The type or namespace name 'Ionic' could not be found (are you missin
    g a using directive or an assembly reference?) [D:\Janek\UE4.25PhysXBlast\UnrealEngine\Engine\Source\Programs\UnrealBui
    ldTool\UnrealBuildTool.csproj]
    Platform\Windows\UEBuildWindows.cs(11,17): error CS0234: The type or namespace name 'VisualStudio' does not exist in th
    e namespace 'Microsoft' (are you missing an assembly reference?) [D:\Janek\UE4.25PhysXBlast\UnrealEngine\Engine\Source\
    Programs\UnrealBuildTool\UnrealBuildTool.csproj]
    RunUAT.bat ERROR: AutomationTool failed to compile.
    BUILD FAILED
    Press any key to continue . . .

    I had a look for the
    Ionic.Zip.Reduced
    file but could only find a json file. I'll take a look around and update this post.

    Last edited by formatc2013; 08-18-2020, 04:11 AM.

    Leave a comment:


  • replied
    Using the VS command prompt I was able to clone, run Setup, run BuildProfile_Win64, and run GenerateProjectFiles

    Code:
    git clone https://github.com/dyanikoglu/UnrealEngine.git
    
    cd UnrealEngine
    Setup
    
    cd Engine\Source\ThirdParty\PhysX4
    BuildProfile_Win64
    
    cd ../../../..
    GenerateProjectFiles
    After opening the Repos\UnrealEngine\UE4.sln file you may have to set the startup project to UE4, and press F5 to kickoff the build and debug session in Visual Studio.

    Click image for larger version

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    Last edited by Jerry.Richards; 08-17-2020, 12:08 PM.

    Leave a comment:


  • replied
    I am sorry. I should have looked at your output log better. The error is that it cannot find CMAKE or a file cmake is looking for:

    Code:
    ERROR: Failed to start local process for action ("The system cannot find the file specified"): cmake
    From a command prompt would you please verify that CMAKE is installed and what version it is:

    Code:
    C:\Users\Jerry>cmake --version
    cmake version 3.18.1
    
    CMake suite maintained and supported by Kitware (kitware.com/cmake).
    Another thought, CMAKE typically is installed with VS2019. You can verify that by looking at the individual installed components.

    More importantly though, given the path requirements, you should be able to run the cloning, setup, buildprofile, and generate project files all within the Visual Studio command prompt.


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    Last edited by Jerry.Richards; 08-17-2020, 11:25 AM.

    Leave a comment:


  • replied
    Jerry.Richards
    I tried with 2017 and 2019 as well.

    Leave a comment:


  • replied
    Originally posted by Jerry.Richards View Post
    formatc2013 Are you able to start fresh?
    My suggestion is to use the command prompt and follow the same steps noted above.

    Forgive the dumb question: are you using VS2019?
    @Jerry.Richards

    I will do a fresh start as I am back to my workstation in the next couple of day, and update you!


    Edit1:


    when running the PhysX setup bat file I am getting this message on screen:



    Running AutomationTool...
    Parsing command line: BuildPhysX -TargetPlatforms=Win64 -TargetConfigs=profile+release+checked -TargetWindowsCompilers=VisualStudio2019 -SkipCreateChangelist -compile
    Dependencies are out of date. Compiling scripts....
    Took 2.298233s to run MSBuild.exe, ExitCode=0
    Compiled 17 modules in 2.310 secs
    set PATH=C:\Program Files/bin;D:\UE425Physics+BlastBuild\UnrealEngine\Engine\Extras\ThirdPartyNotUE\GNU_Make\make-3.81\bin;C:\Program Files/bin;D:\UE425Physics+BlastBuild\UnrealEngine\Engine\Extras\ThirdPartyNotUE\GNU_Make\make-3.81\bin;;C:\Program Files\Oculus\Support\oculus-runtime;;C:\Windows\system32;;C:\Windows;;C:\Windows\System32\Wbem;;C:\Windows\System32\WindowsPowerShell\v1.0\;;C:\Windows\System32\OpenSSH\;;C:\Program Files\Common Files\Autodesk Shared\;;C:\Program Files\Microsoft SQL Server\120\Tools\Binn\;;D:\Janek\Programs\Git\cmd;;D:\Janek\Programs\Git LFS;;C:\Users\Nemesis02\AppData\Local\Microsoft\WindowsApps;;C:\Users\Nemesis02\AppData\Local\GitHubDesktop\bin;
    set GW_DEPS_ROOT=D:/UE425Physics+BlastBuild/UnrealEngine/Engine/Source/ThirdParty/PhysX4
    set PM_CMakeModules_PATH=D:/UE425Physics+BlastBuild/UnrealEngine/Engine/Source/ThirdParty/PhysX4/Externals/CMakeModules
    set PHYSX_ROOT_DIR=D:/UE425Physics+BlastBuild/UnrealEngine/Engine/Source/ThirdParty/PhysX4/physx
    set PM_PxShared_PATH=D:/UE425Physics+BlastBuild/UnrealEngine/Engine/Source/ThirdParty/PhysX4/PxShared
    Generating projects for lib PhysX, Win64-VS2019
    ERROR: Failed to start local process for action ("The system cannot find the file specified"): cmake "D:\UE425Physics+BlastBuild\UnrealEngine\Engine\Source\ThirdParty\PhysX4\physx\source\compiler\cmake" -G "Visual Studio 16 2019" -DTARGET_BUILD_PLATFORM="windows" -DPX_OUTPUT_LIB_DIR="D:\UE425Physics+BlastBuild\UnrealEngine\Engine\Source\ThirdParty\PhysX4\Lib\Win64\VS2019" -DPX_OUTPUT_DLL_DIR="D:\UE425Physics+BlastBuild\UnrealEngine\Engine\Binaries\ThirdParty\PhysX4\Win64\VS2019" -DPX_OUTPUT_EXE_DIR="D:\UE425Physics+BlastBuild\UnrealEngine\Engine\Binaries\ThirdParty\PhysX4\Win64\VS2019" -DNV_APPEND_CONFIG_NAME=ON -DNV_USE_GAMEWORKS_OUTPUT_DIRS=OFF -Ax64
    (see D:\UE425Physics+BlastBuild\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)
    AutomationTool exiting with ExitCode=1 (Error_Unknown)
    BUILD FAILED
    Press any key to continue . . .
    Last edited by formatc2013; 08-17-2020, 05:22 AM.

    Leave a comment:


  • replied
    formatc2013 Are you able to start fresh?
    My suggestion is to use the command prompt and follow the same steps noted above.

    Forgive the dumb question: are you using VS2019?

    Leave a comment:


  • replied
    [EDIT 0]
    I am re-cloning the repository now and I'll repeat the process. Please give me a moment.

    [EDIT 1]
    I am trying to build the VS2019 solution now. Once I am able to test loading the NVidia sample project I will update you here.

    For the record thus far I performed the following steps:

    Cloned the Repository
    Setup.bat
    BuildProfile_Win64
    GenerateProjectFiles

    Open the Visual Studio Solution (UE4.sln)
    Set UE4 as the startup project

    Code:
    C:\Users\Jerry>d:
    D:\>cd repos
    D:\Repos>git clone https://github.com/dyanikoglu/UnrealEngine.git
    Cloning into 'UnrealEngine'...
    remote: Enumerating objects: 22, done.
    :
    Updating files: 100% (127484/127484), done.
    
    D:\Repos>cd UnrealEngine
    D:\Repos\UnrealEngine>git status
    On branch 4.25-PhysX4+Blast
    Your branch is up to date with 'origin/4.25-PhysX4+Blast'.
    
    D:\Repos\UnrealEngine>setup
    Checking dependencies...
    Updating dependencies: 100% (59356/59356), 8647.2/8647.2 MiB | 8.77 MiB/s, done.
    :
    
    D:\Repos\UnrealEngine>cd Engine\Source\ThirdParty\PhysX4
    D:\Repos\UnrealEngine\Engine\Source\ThirdParty\PhysX4>BuildProfile_Win64
    Running AutomationTool...
    Parsing command line: BuildPhysX -TargetPlatforms=Win64 -TargetConfigs=profile+release+checked -TargetWindowsCompilers=VisualStudio2019 -SkipCreateChangelist -compile
    Dependencies are out of date. Compiling scripts....
    :
    ERROR: PHYSX ROOT D:/Repos/UnrealEngine/Engine/Source/ThirdParty/PhysX4/physx
    ERROR: PhysX Build Platform: windows
    ERROR: Using CXX Compiler: C:/Program Files (x86)/Microsoft Visual Studio/2019/Community/VC/Tools/MSVC/14.27.29110/bin/Hostx64/x64/cl.exe
    -- Configuring done
    :
      2>------ Build started: Project: PhysXFoundation, Configuration: profile x64 ------
      3>------ Build started: Project: LowLevel, Configuration: profile x64 ------
    :
      ========== Build: 17 succeeded, 0 failed, 0 up-to-date, 1 skipped ==========
    Took 72.2662051s to run Devenv.com, ExitCode=0
    :
      2>------ Build started: Project: PhysXFoundation, Configuration: checked x64 ------
      3>------ Build started: Project: LowLevel, Configuration: checked x64 ------
    :
      ========== Build: 17 succeeded, 0 failed, 0 up-to-date, 1 skipped ==========
    Took 73.6843956s to run Devenv.com, ExitCode=0
    BUILD SUCCESSFUL
    
    
    D:\Repos\UnrealEngine\Engine\Source\ThirdParty\PhysX4>cd ../../../..
    D:\Repos\UnrealEngine>GenerateProjectFiles
    Setting up Unreal Engine 4 project files...
    Binding IntelliSense data... 100%
    Writing project files... 100%

    [EDIT 2]
    The compile worked, and I was able to load and play the blast sample:
    Attached Files
    Last edited by Jerry.Richards; 08-15-2020, 04:54 PM.

    Leave a comment:


  • replied
    Originally posted by Jerry.Richards View Post
    This is a kneejerk reply. I haven't had time to review it yet and will look at it later if the below doesn't help at all. My directory most likely will be different than yours (D:\Epic\Blast4.25)

    Try double clicking the BuildProfile_Win64.bat in the D:\Epic\Blast4.25\Engine\Source\ThirdParty\PhysX4 folder.

    If you want to see what is happening, on Windows you can hold the Windows and R keys and type cmd to run the command prompt. Once at the command prompt change to the
    directory mentioned and run the batch file:

    Code:
    C:\Users\username>D:
    D:\>CD D:\Epic\Blast4.25\Engine\Source\ThirdParty\PhysX4
    D:\Epic\Blast4.25\Engine\Source\ThirdParty\PhysX4>BuildProfile_Win64.bat


    Thanks for your answer!


    After I start the bat file it fails with this on screen

    Running AutomationTool...
    Parsing command line: BuildPhysX -TargetPlatforms=Win64 -TargetConfigs=profile+release+checked -TargetWindowsCompilers=VisualStudio2019 -SkipCreateChangelist -compile
    Dependencies are up to date (0.025s). Skipping compile.
    set PATH=C:\Program Files/bin;D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Extras\ThirdPartyNotUE\GNU_Make\make-3.81\bin;C:\Program Files/bin;D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Extras\ThirdPartyNotUE\GNU_Make\make-3.81\bin;;C:\Program Files\Oculus\Support\oculus-runtime;;C:\Windows\system32;;C:\Windows;;C:\Windows\System32\Wbem;;C:\Windows\System32\WindowsPowerShell\v1.0\;;C:\Windows\System32\OpenSSH\;;C:\Program Files\Common Files\Autodesk Shared\;;C:\Program Files\Microsoft SQL Server\120\Tools\Binn\;;D:\Janek\Programs\Git\cmd;;D:\Janek\Programs\Git LFS;;C:\Users\Nemesis02\AppData\Local\Microsoft\WindowsApps;;C:\Users\Nemesis02\AppData\Local\GitHubDesktop\bin;
    set GW_DEPS_ROOT=D:/UE425Physics4p1BlastBuild/UnrealEngine/Engine/Source/ThirdParty/PhysX4
    set PM_CMakeModules_PATH=D:/UE425Physics4p1BlastBuild/UnrealEngine/Engine/Source/ThirdParty/PhysX4/Externals/CMakeModules
    set PHYSX_ROOT_DIR=D:/UE425Physics4p1BlastBuild/UnrealEngine/Engine/Source/ThirdParty/PhysX4/physx
    set PM_PxShared_PATH=D:/UE425Physics4p1BlastBuild/UnrealEngine/Engine/Source/ThirdParty/PhysX4/PxShared
    Generating projects for lib PhysX, Win64-VS2019
    ERROR: Failed to start local process for action ("The system cannot find the file specified"): cmake "D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\ThirdParty\PhysX4\physx\source\compiler\cmake" -G "Visual Studio 16 2019" -DTARGET_BUILD_PLATFORM="windows" -DPX_OUTPUT_LIB_DIR="D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\ThirdParty\PhysX4\Lib\Win64\VS2019" -DPX_OUTPUT_DLL_DIR="D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Binaries\ThirdParty\PhysX4\Win64\VS2019" -DPX_OUTPUT_EXE_DIR="D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Binaries\ThirdParty\PhysX4\Win64\VS2019" -DNV_APPEND_CONFIG_NAME=ON -DNV_USE_GAMEWORKS_OUTPUT_DIRS=OFF -Ax64
    (see D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)
    AutomationTool exiting with ExitCode=1 (Error_Unknown)
    BUILD FAILED
    Press any key to continue . . .
    And in the log


    Automation.ParseCommandLine: Parsing command line: BuildPhysX -TargetPlatforms=Win64 -TargetConfigs=profile+release+checked -TargetWindowsCompilers=VisualStudio2019 -SkipCreateChangelist -compile
    Automation.Process: Setting up command environment.
    InternalUtils.SafeFileExists: SafeFileExists D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Binaries\DotNET\AutomationTool.EXE=True
    InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=
    InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=
    InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=
    CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=D:/UE425Physics4p1BlastBuild/UnrealEngine/Engine/Programs/AutomationTool/Saved
    InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=D:/UE425Physics4p1BlastBuild/UnrealEngine/Engine/Programs/AutomationTool/Saved
    InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_CSVFile=
    InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=
    CommandUtils.SetEnvVar: SetEnvVar uebp_LogFolder=D:/UE425Physics4p1BlastBuild/UnrealEngine/Engine/Programs/AutomationTool/Saved/Logs
    InternalUtils.SafeDeleteFile: SafeDeleteFile D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\Log.txt
    InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_FinalLogFolder=
    CommandUtils.SetEnvVar: SetEnvVar uebp_FinalLogFolder=D:/UE425Physics4p1BlastBuild/UnrealEngine/Engine/Programs/AutomationTool/Saved/Logs
    InternalUtils.SafeFileExists: SafeFileExists C:\Windows\system32\robocopy.exe=True
    InternalUtils.SafeFileExists: SafeFileExists C:\Windows\system32\mount.exe=False
    InternalUtils.SafeFileExists: SafeFileExists C:\Windows\Sysnative\mount.exe=False
    InternalUtils.SafeFileExists: SafeFileExists C:\Windows\system32\cmd.exe=True
    CommandUtils.SetEnvVar: SetEnvVar MallocNanoZone=0
    InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_UATChildInstance=0
    WindowsPlatform.FindVSInstallDirs: Found Visual Studio installation: C:\Program Files (x86)\Microsoft Visual Studio\2019\Community (Product=Microsoft.VisualStudio.Product.Community, Version=16.6.30320.27, Sort=0)
    XXXPlatformFactory.RegisterBuildPlatforms: XXXPlatformSDK using manually installed SDK 1.0.0
    MacPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.MacPlatformSDK using manually installed SDK
    TVOSPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.IOSPlatformSDK has no valid SDK
    AndroidPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.AndroidPlatformSDK has no valid SDK
    HoloLensPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.HoloLensPlatformSDK using manually installed SDK
    IOSPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.IOSPlatformSDK has no valid SDK
    LinuxPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.LinuxPlatformSDK has no valid SDK
    LuminSDKVersionHelper.HasAnySDK: *** Unable to determine MLSDK location ***
    LuminSDKVersionHelper.HasAnySDK: *** Unable to determine MLSDK location ***
    LuminPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.LuminPlatformSDK has no valid SDK
    WindowsPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.WindowsPlatformSDK using manually installed SDK
    ScriptCompiler.FindAndCompileAllScripts: Found 17 project files in 0.117s
    ScriptCompiler.FindAndCompileAllScripts: Parsed project files in 0.017s
    ScriptCompiler.CompileAutomationProjects: Dependencies are up to date (0.025s). Skipping compile.
    ScriptCompiler.FindAndCompileAllScripts: Loaded assemblies in 0.542s
    BuildPhysX.SetupBuildEnvironment: set PATH=C:\Program Files/bin;D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Extras\ThirdPartyNotUE\GNU_Make\make-3.81\bin;C:\Program Files/bin;D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Extras\ThirdPartyNotUE\GNU_Make\make-3.81\bin;;C:\Program Files\Oculus\Support\oculus-runtime;;C:\Windows\system32;;C:\Windows;;C:\Windows\System32\Wbem;;C:\Windows\System32\WindowsPowerShell\v1.0\;;C:\Windows\System32\OpenSSH\;;C:\Program Files\Common Files\Autodesk Shared\;;C:\Program Files\Microsoft SQL Server\120\Tools\Binn\;;D:\Janek\Programs\Git\cmd;;D:\Janek\Programs\Git LFS;;C:\Users\Nemesis02\AppData\Local\Microsoft\WindowsApps;;C:\Users\Nemesis02\AppData\Local\GitHubDesktop\bin;
    TargetPlatform.SetupTargetLib: set GW_DEPS_ROOT=D:/UE425Physics4p1BlastBuild/UnrealEngine/Engine/Source/ThirdParty/PhysX4
    TargetPlatform.SetupTargetLib: set PM_CMakeModules_PATH=D:/UE425Physics4p1BlastBuild/UnrealEngine/Engine/Source/ThirdParty/PhysX4/Externals/CMakeModules
    TargetPlatform.SetupTargetLib: set PHYSX_ROOT_DIR=D:/UE425Physics4p1BlastBuild/UnrealEngine/Engine/Source/ThirdParty/PhysX4/physx
    TargetPlatform.SetupTargetLib: set PM_PxShared_PATH=D:/UE425Physics4p1BlastBuild/UnrealEngine/Engine/Source/ThirdParty/PhysX4/PxShared
    InternalUtils.SafeDeleteDirectory: SafeDeleteDirectory D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\ThirdParty\PhysX4\physx\source\compiler\windows\VS2019
    InternalUtils.RecursivelyDeleteDirectory: RecursivelyDeleteDirectory D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\ThirdParty\PhysX4\physx\source\compiler\windows\VS2019
    InternalUtils.SafeDeleteEmptyDirectory: SafeDeleteEmptyDirectory D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\ThirdParty\PhysX4\physx\source\compiler\windows\VS2019
    TargetPlatform.SetupTargetLib: Generating projects for lib PhysX, Win64-VS2019
    Log.WriteException: ==============================================================================
    Log.WriteException: ERROR: Failed to start local process for action ("The system cannot find the file specified"): cmake "D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\ThirdParty\PhysX4\physx\source\compiler\cmake" -G "Visual Studio 16 2019" -DTARGET_BUILD_PLATFORM="windows" -DPX_OUTPUT_LIB_DIR="D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\ThirdParty\PhysX4\Lib\Win64\VS2019" -DPX_OUTPUT_DLL_DIR="D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Binaries\ThirdParty\PhysX4\Win64\VS2019" -DPX_OUTPUT_EXE_DIR="D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Binaries\ThirdParty\PhysX4\Win64\VS2019" -DNV_APPEND_CONFIG_NAME=ON -DNV_USE_GAMEWORKS_OUTPUT_DIRS=OFF -Ax64
    Log.WriteException: (see D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)
    Log.WriteException:
    Log.WriteException: Win32Exception: The system cannot find the file specified
    Log.WriteException: at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
    Log.WriteException: at UnrealBuildTool.Utils.RunLocalProcess(Process LocalProcess) in D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\System\Utils.cs:line 263Wrapped by BuildException: Failed to start local process for action ("The system cannot find the file specified"): cmake "D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\ThirdParty\PhysX4\physx\source\compiler\cmake" -G "Visual Studio 16 2019" -DTARGET_BUILD_PLATFORM="windows" -DPX_OUTPUT_LIB_DIR="D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\ThirdParty\PhysX4\Lib\Win64\VS2019" -DPX_OUTPUT_DLL_DIR="D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Binaries\ThirdParty\PhysX4\Win64\VS2019" -DPX_OUTPUT_EXE_DIR="D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Binaries\ThirdParty\PhysX4\Win64\VS2019" -DNV_APPEND_CONFIG_NAME=ON -DNV_USE_GAMEWORKS_OUTPUT_DIRS=OFF -Ax64
    Log.WriteException: at UnrealBuildTool.Utils.RunLocalProcess(Process LocalProcess) in D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\System\Utils.cs:line 270
    Log.WriteException: at BuildPhysX.TargetPlatform.SetupTargetLib(PhysXTargetLib TargetLib, String TargetConfiguration) in D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\BuildPhysX.Automation.cs:line 261
    Log.WriteException: at BuildPhysX.ExecuteBuild() in D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\BuildPhysX.Automation.cs:line 672
    Log.WriteException: at AutomationTool.BuildCommand.Execute() in D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 263
    Log.WriteException: at AutomationTool.Automation.Execute(List`1 CommandsToExecute, Dictionary`2 Commands) in D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 539
    Log.WriteException: at AutomationTool.Automation.Process(String[] Arguments, StartupTraceListener StartupListener) in D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 509
    Log.WriteException: at AutomationTool.Program.MainProc(String[] Arguments, StartupTraceListener StartupListener) in D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:line 176
    Log.WriteException: at AutomationTool.Program.<>c__DisplayClass1_0.<Main>b__2() in D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:line 88
    Log.WriteException: at AutomationTool.InternalUtils.RunSingleInstance(Func`1 Main) in D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 731
    Log.WriteException: at AutomationTool.Program.Main(String[] Arguments) in D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:line 88
    Log.WriteException: ==============================================================================
    Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
    Last edited by formatc2013; 08-15-2020, 11:40 AM.

    Leave a comment:


  • replied
    This is a kneejerk reply. I haven't had time to review it yet and will look at it later if the below doesn't help at all. My directory most likely will be different than yours (D:\Epic\Blast4.25)

    Try double clicking the BuildProfile_Win64.bat in the D:\Epic\Blast4.25\Engine\Source\ThirdParty\PhysX4 folder.

    If you want to see what is happening, on Windows you can hold the Windows and R keys and type cmd to run the command prompt. Once at the command prompt change to the
    directory mentioned and run the batch file:

    Code:
    C:\Users\username>D:
    D:\>CD D:\Epic\Blast4.25\Engine\Source\ThirdParty\PhysX4
    D:\Epic\Blast4.25\Engine\Source\ThirdParty\PhysX4>BuildProfile_Win64.bat

    Leave a comment:


  • replied
    dyanikoglu
    Thanks for sharing this!
    Originally posted by dyanikoglu View Post
    PhysX 4.1 + Nvidia Blast plugin bundled together with Unreal Engine 4.25

    https://github.com/dyanikoglu/Unreal...5-PhysX4+Blast

    Everything works without any problem so far, also you can change solver type from physics settings to PhysX 4's Temporal Gauss Solver. I remember blast was having a terrible performance with PhysX 3.4, but I'm able to maintain solid 120fps with lots of destruction going on with PhysX 4.1 at the moment.



    Note: You need to build PhysX binaries from ThirdParty/PhysX4/BuildProfile_Win64.bat, and you need Visual Studio 2019 as compiler/toolset to do that. Tested only on Windows.
    I am still new to this engine building stuff...
    I got stuck building the engine version quoted.

    I run my Setup.dat and GenerateProjectFiles.dat and then built the solution, but it failed and I got these error messages:

    Severity Code Description Project File Line Suppression State
    Warning Unable to read D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Intermediate\Build\SourceFileCache.bin. See log for additional information. UE4 D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Intermediate\ProjectFiles\UnrealBuildTool 1
    Severity Code Description Project File Line Suppression State
    Error LNK1181 cannot open input file 'ThirdParty\PhysX4\Lib\Win64\VS2019\PhysXPROFILE_x64.lib' UE4 D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Intermediate\ProjectFiles\LINK 1
    Severity Code Description Project File Line Suppression State
    Error LNK1181 cannot open input file 'ThirdParty\PhysX4\Lib\Win64\VS2019\PhysXCookingPROFILE_x64.lib' UE4 D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Intermediate\ProjectFiles\LINK 1
    Severity Code Description Project File Line Suppression State
    Error LNK1181 cannot open input file 'ThirdParty\PhysX4\Lib\Win64\VS2019\PhysXPROFILE_x64.lib' UE4 D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Intermediate\ProjectFiles\LINK 1
    Than I noticed this:

    Note: You need to build PhysX binaries from ThirdParty/PhysX4/BuildProfile_Win64.bat, and you need Visual Studio 2019 as compiler/toolset to do that. Tested only on Windows.

    That might be the reason is doesn't build....

    Could anyone help me how to build the PhysX binaries?

    Never done it before...

    Thanks

    Leave a comment:


  • replied
    Jerry.Richards I am very interested on your findings, I am using blast on 4.20 and I want to explore more. keep your progress here please! thanks

    Leave a comment:


  • replied
    Ideally it would be nice to be able to use UBlastMesh on a skeletalmesh. You cannot right-mouse click on a SkeletalMesh and create a BlastMesh from it.
    Funny, though, UBlastMesh makes use of USkeletalMesh, USkeleton, and UPhysicsAsset:

    Code:
    UPROPERTY(Instanced)
    USkeletalMesh* Mesh;
    
    UPROPERTY(Instanced)
    USkeleton* Skeleton;
    
    /* The physics asset to use for this blast mesh */
    UPROPERTY(Instanced)
    UPhysicsAsset* PhysicsAsset;
    This a modification I'm going to try if it hasn't been done already.

    Leave a comment:


  • replied
    Thanks, I've made those changes.
    Are you able to package the Blast Sample (shipping configuration)?
    When I try to do so the build crashes. I haven't fully debugged why yet though. The build crashes in ActionGraph::ExecuteActions (I believe).

    Leave a comment:

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