Originally posted by 0lento
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Originally posted by 最后的馒头 View Post
HI, I want to use Datasmith in your integrated Gameworks 4.19, but in 4.19, the Datasmith plug-in doesn't seem to exist in the engine's plug-in directory, so I can't rebuild it. Is there any way to integrate the Datasmith plug-in in this branch?
That is, as long as the plugin comes with integration source code (haven't seen a plugin that doesn't have that but then again, I've never used Datasmith).https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
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Here are a couple quote from this thread in which we explained how to grab and merge those various technology together.
It's some elementary version control knowledge that is extremely valuable to know.
Originally posted by SteveElbows View Post
Other versions of UE4 you already have installed wont affect this, it is it's own copy of the editor.
Make sure you have git command line tools installed. Then the following sort of command should get you a version that compiles. Dont download a zip, do this instead. When I tried a few days ago it worked, I got some warnings during build but not errors:
navigate to a new folder you want to install this version in.
git clone https://github.com/lukaszPJATK/UnrealEngine.git
cd UnrealEngine
setup
generateprojectfiles
git checkout Everything
generateprojectfiles
open sln
build
you can then run executable UnrealEngine/Engine/Binaries/Windows/UE4EditorOriginally posted by Maxime.Dupart View Post
Again, for people who wants to do it themself , it's straight forward, grab Git bash, go into a directory:
git init
git remote add originEpic https://github.com/EpicGames/UnrealEngine.git
git remote add originNvidia https://github.com/NvPhysX/UnrealEngine.git
git pull originEpic 4.16
git pull originNvidia FleX-4.16.0
git pull originNvidia VolumetricLighting-4.16
git pull originNvidia HairWorks
check for potential conflict merge, done.
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LinkedIn | Link custom Shaders | Atmosphere Modelisation & Procedural Planets | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP
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Originally posted by 0lento View Post
If it's a regular UE4 plugin which you can install through Epic launcher, you will see the plugin in UE4 binary installation folder under plugins/marketplace. Like mentioned for the substance-plugin, you can just add these into your own project by copying the files from that Marketplace folder into your projects Plugins-folder, make sure you have at least some c++ class (if you don't, add some c++ dummy file), then regenerate the solution file so you'll get the new plugins included in the build, then just open the solution file and build the project, it will build projects plugins at the same time.
That is, as long as the plugin comes with integration source code (haven't seen a plugin that doesn't have that but then again, I've never used Datasmith).
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Originally posted by 0lento View PostI'm still waiting official Flex integration to drop myself. It's not difficult to merge the old version, it's just bit pointless if Nvidia is releasing improved Flex 1.2 soon for UE4 (which I hope they do as Flex 1.2 SDK itself has been out for two month or so). No official word if they are doing this however.https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
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Originally posted by Nocturness View Posthi guys some test VXGI 2.0 VXAL
https://youtu.be/GjpFL0g-GhU
voxel size=1
mapsize XYZ=128
some trouble with contact shadows. need advice :/
VXGI 1.0 test
https://www.youtube.com/watch?v=Ts76Y_828Hk
Nocturness I put in a fix for contact shadows for VXGI1
https://github.com/NvPhysX/UnrealEngine/pull/438
Not sure if it still applies but it might.
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