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    Originally posted by pawel9091 View Post
    Hi, are there any information about Hairwork in ue 4.20 ?
    https://github.com/kostenickj/Unreal...tree/420Mod2HW

    But my branch has some other changes to skeletal mesh you might want to discard.
    TressFX For Unreal | Morph Tools Plugin

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      Hi, I use hairwork in my project, export and etc. work but i have problem with collisions. I use Polygon and i test shpere but in UE4 nothing works Please help me

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        Originally posted by Kriptanik View Post
        I've been waiting a while for Nvidia to update all their branches to 4.20 (I'm specifically waiting on VXGI but official updates on the others would be nice as well) and I'm getting a bit concerned
        I wouldn't be that concerned about it, almost same happened at 4.18 but Nvidia did eventually release some of the branches for it. When I released 4.18-GameWorks merge originally, I had to port many of the techs myself from 4.17. But then again we got versions for almost every tech for 4.19.
        https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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          Originally posted by 0lento View Post
          I wouldn't be that concerned about it, almost same happened at 4.18 but Nvidia did eventually release some of the branches for it. When I released 4.18-GameWorks merge originally, I had to port many of the techs myself from 4.17. But then again we got versions for almost every tech for 4.19.
          I guess it's especially because of this architecture change in 4.20 why it takes longer this time:

          Code:
          Change 3932819 by Daniel.Wright
          [Integrate] Scene Textures uniform buffer
          * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw.
          * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities
          I'm currently looking into merging VXGI into 4.20 based on your fork (again, thanks for a beautiful and clean merge work!), but it's far from trivial, even more so since I'm just starting with UE engine internals. From working with the code in the last couple of days I got the impression that more architecture changes like that are planned, so if I'd be NVIDIA, I'd wait until Epic has finished these changes to the rendering system before adopting their branches to a new engine version. Otherwise they'd have to do it twice, and nobody likes to do that.
          Last edited by HaBe2305; 09-28-2018, 06:18 PM.

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            HaBe2305 thanks for the PR, that must have taken a long time to make I do agree that the end result is more readable and more informative but I actually try to avoid fixing the original formatting on purpose: It's way easier to track the changes on commits when you minimize all your own changes to the code base (and easier to merge the same changes into future engine versions if needed as you get less merge conflicts). I usually don't even fix bad indentation for this reason. I also sometimes deliberately remove Nvidia's additional formatting so that only relevant changes get in the individual tech merge and it stays more readable on the individual commits.

            Therefore I'm sorry to say that while your PR would make the code a lot more readable, I'll not be merging it for the reasons mentioned here. I hope you understand

            Also one additional point to be made about the change comments: while they are handy to note that some GW tech has changed something there, the changes aren't all additions. Sometimes the notes could make you think you could omit the code if you don't use the related tech where in reality that would just break the thing. Properly commenting all edge cases like this would take a long time as Nvidia usually doesn't do it.
            https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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              Originally posted by HaBe2305 View Post
              I'm currently looking into merging VXGI into 4.20 based on your fork
              How I'd do this myself is that I'd start with clean 4.20.3-release, merge https://github.com/NvPhysX/UnrealEngine/tree/VXGI2-4.19 into it and fix the initial conflicts, then cherry-pick at least this commit from my 4.20-HBAOPlus: https://github.com/0lento/UnrealEngi...1f467ffa381cef (can also cherry-pick https://github.com/0lento/UnrealEngi...b2bfa41d276dec if you want the HBAO+ fix for UE4's forward renderer). Doing it this way lets you focus on actual VXGI2 conflicts as my commits will fix the HBAO+ related changes already (Nvidia only distributes VXGI and HBAO+ bundled in same branch).
              https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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                Originally posted by 0lento View Post
                Therefore I'm sorry to say that while your PR would make the code a lot more readable, I'll not be merging it for the reasons mentioned here. I hope you understand
                Yes of course I do It's not always possible to merge different goals. Thanks for your detailed explanation. I see now what you're after.

                While my jump in at the deep end gave me a lot of insight into the code base, I've decided to postpone integrating VXGI myself into my project for now and wait for the changes to come from Epic and then NVIDIA, and/or the 'veterans'. It's just eye candy in the end.

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                  Besides that, there's always the chance that someone official will read this and thinks that enforcing unified code block change markers throughout all branches is a good idea and will enforce that in the future, which would benefit all of us.

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                    Originally posted by HaBe2305 View Post
                    Besides that, there's always the chance that someone official will read this and thinks that enforcing unified code block change markers throughout all branches is a good idea and will enforce that in the future, which would benefit all of us.
                    Well, you could make such PRs for the NvPhysX branches I guess, no idea if they accept stuff like that. They did accept some of my PR but last one (that fixes FleX standalone builds on 4.19) has been just sitting there with no attention given by nvidia.
                    https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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                      Originally posted by 0lento View Post

                      Well, you could make such PRs for the NvPhysX branches I guess, no idea if they accept stuff like that. They did accept some of my PR but last one (that fixes FleX standalone builds on 4.19) has been just sitting there with no attention given by nvidia.
                      Well, I could try, but from my experience working with some 'Big Players' in my former professional software developer years, I've learned that they mostly function differently in many regards, so there's little use to it. There's also always some form of politics involved, and meanwhile I try to stay as far away from that factor as possible.

                      Instead I'll do my best to make the integration and my adoption of it as streamlined and starter friendly as possible. That frees both sides from nasty and time consuming bickering.

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                        I'm curious if anyone knows if theres a roadmap for Blast integration being released in the standard releases or if it ever will be?

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                          Hi, thanks everyone for the excellent work in this thread with the gameworks integrations. I've been making a yacht simulation with waveworks. Here's a video of my progress so far.

                          https://www.youtube.com/watch?v=VTaaEeSlQyc

                          Now I'm trying to use Flex for adding physics to the sails and rigging. So far I've had nothing but headaches with Flex. It seems like large fabric meshes always shrink and break. Does anyone have any suggestions or experience on how to make large fabric objects such as sails using flex? When I try to make longer ropes, the size doesn't change until gameplay starts, not when it's changed in blueprint, or the rope actor is added to the level. Also the flex meshes seem to inconsistently respect the "Attach to Rigids" box. Not sure if I'm doing something wrong.

                          I'm using this UE4 build https://github.com/windystrife/Unrea...VIDIAGameWorks I would like to try waveworks 4.19 in the nvidia repo, however I couldn't get it to build, even after following the odd waveworks specific build instructions. Has anyone been able to build the waveworks 4.19 repo?

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                            Any chance folks here want to help integrate the Acoustic Ray Tracing stuff (from 4.15.1 ) for the updated version of the engines?

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                              Originally posted by mrg7_ View Post
                              Any chance folks here want to help integrate the Acoustic Ray Tracing stuff (from 4.15.1 ) for the updated version of the engines?
                              You probably mean https://github.com/NvPhysX/UnrealEng...s-Audio-4.15.1

                              I looked at it briefly but this part made me not look into further: Compatible with: "Maxwell and Pascal based GPUs. (GeForce GTX 900 series and higher, Quadro M5000 and higher)". So yes, it's Maxwell+ tech that doesn't run on AMD at all nor on any older Nvidias.
                              https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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                                I finally got time to merge kostenickj's HairWorks changes, thank you for making this . It took me a while to clean it up and only include the relevant parts but here they are:

                                https://github.com/0lento/UnrealEngi...4.20-GameWorks (Blast, FleX, Flow, HairWorks, HBAO+, TXAA, Volumetric Lighting)

                                I also put HairWorks on separate branch:
                                https://github.com/0lento/UnrealEngi...4.20-HairWorks

                                my other 4.20 branches are:
                                https://github.com/0lento/UnrealEngine/tree/4.20-FleX
                                https://github.com/0lento/UnrealEngi.../4.20-HBAOPlus
                                https://github.com/0lento/UnrealEngi...e/4.20-Physics (Blast + fixed timestepped physics)
                                https://github.com/0lento/UnrealEngine/tree/4.20-VL (Nvidia's Volumetric Lighting)

                                All these branches are updated to latest 4.20.3 as well.
                                Last edited by 0lento; 03-11-2019, 10:12 AM.
                                https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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