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    @0lento Really sorry to bother you again, but inside the NV projects folder I can only find a flex project file, not the original demo that flex shipped with. Is that demo located somewhere else in the folder?

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      I'm probably not being clear right now, sorry for my lack of description abilities. This is a screenshot of the demo I was wondering if ue4 could build. Thank you so much for all the help so far!

       
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        Originally posted by wargamearmathethird View Post
        I'm probably not being clear right now, sorry for my lack of description abilities. This is a screenshot of the demo I was wondering if ue4 could build. Thank you so much for all the help so far!
        Looks like the standalone FleX demo to me, nothing to do with UE4. So no, this scene does not exist in UE4, though plenty of other demo scenes do.

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          I agree, the screenshot is from Flex SDK, it only runs standalone when you get the SDK itself. But we got UE4 sample project with multiple levels with Flex integration on UE4, it's just a different sample.
          https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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            Hello!
            I have several questions about the VRWorks branch I hope someone can help me with.
            1. Is PhysX GPU accelerated in this branch? If yes, will I be able to perform raycasts into the physical scene faster than on CPU?
            2. Can I dedicate an entire GPU to PhysX using VRSLI?
            3. Are there any limitations to VRSLI in terms of which scene renderings I can distribute among the GPUs? I.e. is it limited only to distributing view for each eye in a stereo setup or could I also render on seperate GPUs from entirely different viewpoints?

            Thanks for your time, friends!

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              One last simple question, inside the flex demos, some of them allow you to interact with the level using keys (press g to disable gravity etc.). Where are these commands located?

              I cannot for the life of me find where these commands were initialized. I've looked in the blueprints, in the source for the scene, nothing. Unless I'm missing something stupid here, can someone help me out?

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                Nevermind ignore my question I am big dumb

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                  Originally posted by jubus View Post
                  Hello!
                  I have several questions about the VRWorks branch I hope someone can help me with.
                  1. Is PhysX GPU accelerated in this branch? If yes, will I be able to perform raycasts into the physical scene faster than on CPU?
                  2. Can I dedicate an entire GPU to PhysX using VRSLI?
                  3. Are there any limitations to VRSLI in terms of which scene renderings I can distribute among the GPUs? I.e. is it limited only to distributing view for each eye in a stereo setup or could I also render on seperate GPUs from entirely different viewpoints?

                  Thanks for your time, friends!
                  I doubt they've enabled it but if you do custom engine, you can do this yourself if you are willing to modify engine internals a bit. Just be aware that gpu mode on physx only works on Nvidia GPUs and nothing else (there's a fallback to CPU physics though). More info here https://docs.nvidia.com/gameworks/co...gidBodies.html
                  https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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                    Excuse me but the link to the plugin for Blast is dated on the Nvidia page here; https://github.com/NVIDIAGameWorks/Blast Will a version for 4.19 be coming soon? Also, how may I integrate Nvidia's WaveWorks and other features into UE4?
                    Last edited by GamesByH; 06-08-2018, 10:20 PM.

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                      Also on the topic of Blast; I know Apex had a limit for destructed pieces does Blast too, and if so can it be raised in a configuration file like Apex?

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                        Originally posted by GamesByH View Post
                        Excuse me but the link to the plugin for Blast is dated on the Nvidia page here; https://github.com/NVIDIAGameWorks/Blast Will a version for 4.19 be coming soon? Also, how may I integrate Nvidia's WaveWorks and other features into UE4?
                        That link is directly to the SDK - for the NVIDIA GameWorks plugins already integrated into UE4 Engine builds, visit https://github.com/NvPhysX/UnrealEngine and take a look at the different branches.

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                          I know but what if say I want to integrate more than one branch? Also aren't these branches of UE4 dated? Like the UE4 one with Blast is for 4.19 but what about when 4.20 comes out?

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                            Trying to integrate the SDK into the engine is a huge undertaking. I doubt if anyone on this thread would try that. If it was that easy to use the SDK directly, then they wouldn't need to integrate them with UE4 for us to begin with; they'd just tell us to do it ourselves.
                            Easiest/best way of using the plugins is to use them already integrated into versions of the engine.

                            If you want to integrate more than one branch, scroll back through this thread - there are several people who have already done so with 4.19, you may find the plugins you want already integrated together. Otherwise, use some kind of git mergetool and just combine the UE4 integrations of the individual plugins. You may have to resolve some conflicts, especially if you try to integrate plugins that haven't been updated yet, but most of them should work fine.
                            When a new engine version comes out, you can simply use the same git merge method to update the engine.

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                              Originally posted by GamesByH View Post
                              I know but what if say I want to integrate more than one branch? Also aren't these branches of UE4 dated? Like the UE4 one with Blast is for 4.19 but what about when 4.20 comes out?
                              Nvidia is pretty good at keeping these up-to-date unless you insist on getting all the integrations immediately with next 4.x.0 release. Sometimes, some integrations lag behind and people from community upgrade them. I've done this for Flex, Flow, Volumetric Lighting in 4.18 (also upgraded VL for 4.19). It's manual work, sometimes the changes are minor, sometimes they require you to do some troubleshooting on your end to figure out what in the engine api has changed and make relevant fixes.

                              We've also upgraded some of these libs manually in past, like HBAO+ to version 3 before nvidia did an official integration for that version but the issue with these is that we can't share the full integration as we can't mix things from official gameworks repo and nvphysx (ue4 integration fork) due to the licensing limitations. This is also why you will not see here things like community updated blast 1.1.3 (ue4 version uses 1.1.2) or community updated flex 1.2 (ue4 version uses 1.1).
                              https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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                                Btw, they just pushed 4.19 version for WaveWorks into NvPhysx: https://github.com/NvPhysX/UnrealEng...WaveWorks_4.19
                                https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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