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    Rock on 0lento- thanks for your work. Excited to check out Flex again, but also annoyed as I have another distraction from my main project. Shame on you! I kid, I kid. Keep up the great stuff, and thanks for sharing.

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      Olento - I built Flex into your previous combined build myself because I wanted the practice, and I didn't come across that issue - it just worked. Got no idea why though.
      Last edited by NovaLumen; 06-21-2018, 07:40 PM.

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        Originally posted by NovaLumen View Post
        Olento - I built Flex into your previous combined build myself because I wanted the practice, and I didn't come across that issue - it just worked. Got no idea why though.
        You mean the thing I did a hacky fix for in 4.19? (Fix is there so that it will force flex into the build) I think it might have been a new addition to Flex on 4.19 but regardless if you just let VS bypass that one section, most of the integration would still work. It would just remove some additional editor tooling I think (I tried this on the new flex branch too and it does it there too, it compiles but I think it leaves small parts behind by default).
        https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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          One thing worth noting is that I didn't immediately spot plastic deformation for new FleX in the editor. It's a new feat on 1.2 so it's possible they just didn't have time to expose it for UE4 integration yet (or I simply missed something myself).
          https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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            Originally posted by WindyStrife View Post

            nice i will try wavework package..hope it work..
            Originally posted by WindyStrife View Post

            Wavework package successfully, but when i run it crashed like 4.18.3
            Hello , I download UE4 Source code from here: https://github.com/lukaszPJATK/UnrealEngine .
            I add PS4 SDK to the Source code, run Setup.bat „ÄĀGenerateProjectFiles.bat and Build it in Visual Studio 2017. It all works fine.
            Then I Launch the HairWorks_Project to Playstation4 on ProjectLauncher. My cooked platform is PS4, cooked style is by the book.
            The problem is when it is cooking, it report some errors.
            Here is the .log file.
            Attached Files

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              Wild Profiler these are not supposed to work on PS4, majority of the GameWorks techs in these repos work only on Windows, you need to contact Nvidia for console version licensing. Other than that, you really can't discuss about PS4 development in the open either due to the NDA you've signed.
              https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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                Thank you 0lento!

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                  Hi everybody, I have started a series of video tutorials on how to get started with Nvidia Flex, within Unreal Engine 4. I plan to release them over the coming weeks. Watch them here:

                  https://www.youtube.com/watch?v=IEnV...KV7PKvyHu-4zrv

                  Any comments are welcome, both here and on my youtube channel.

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                    Pretty new here. Is Flex and Flow different things? Or has Flow been combined into Flex?

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                      Originally posted by 0lento View Post
                      Wild Profiler these are not supposed to work on PS4, majority of the GameWorks techs in these repos work only on Windows, you need to contact Nvidia for console version licensing. Other than that, you really can't discuss about PS4 development in the open either due to the NDA you've signed.
                      Sorry for that.

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                        Originally posted by DoX. View Post
                        Pretty new here. Is Flex and Flow different things? Or has Flow been combined into Flex?
                        flex is capable of simulating fluids, clothing, solids, ropes, and more. flow is for fire/smoke/fog type stuff
                        CEO of Prydetech

                        https://www.artstation.com/ixicalibur

                        Originally posted by ixicalibur
                        Here you go, this is a link to every tutorial you could ever need plus instructions to access all the collective knowledge of mankind: [Super massive awesome link that every amazing game developer uses to instantly learn to be super awesome at making stuff]

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                          Im pretty new to this VXGI. I made a project with VXGI in 4.19.2, now I'm done I want to package the project, however I get the following error:

                          Code:
                          UATHelper: Packaging (Windows (64-bit)):   ERROR: Could not find definition for module 'Launch' (referenced via Stekeldijkje_Woon.Target.cs)
                          PackagingResults: Error: Could not find definition for module 'Launch' (referenced via Stekeldijkje_Woon.Target.cs)
                          Am I missing something when I try to package this project? Any tips are welcome.

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                            Originally posted by 0lento View Post
                            Added Flex into my 4.19.2 GameWorks merge here: https://github.com/0lento/UnrealEngi...4.19-GameWorks

                            Merged repo now contains all the latest changes from NvPhysx for all techs I've included on the merge, so there's Blast 1.1.3, Flex 1.2, Flow 1.0.1, HairWorks 1.4, HBAO+ 4.0, TXAA 3, Volumetric Lighting (1.0?) and VXGI 2.0.1

                            It took me a while to get Flex to work on packaged builds due to IWYU issues but I did get it running eventually. Fixes of course included on the merge. I'd really hope Nvidia would do non-unity builds for all these branches (at least once now that UE4's headers have changed a lot since the initial integrations) as it would get rid of these ghostly failures that only happen on some build settings.
                            Thanks 0lento so much! Good news for me! Love you so much!

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                              0lento so is there no way I can edit the collision hulls for chunks directly instead of just generating or use per-face collision with blast?

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                                Originally posted by GamesByH View Post
                                0lento so is there no way I can edit the collision hulls for chunks directly instead of just generating or use per-face collision with blast?
                                It's been a while, so my memory is rusty... But if you are all linked up with Nvidia on GitHub and have access to their private repos, go here: https://github.com/NVIDIAGameWorks/Blast. The tools they have differ a bit from what is presented in Unreal Engine. Try tinkering around with the BlastTool found there.

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