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    Originally posted by ax448 View Post

    It worked fine for me when I tried yesterday, make sure it finished downloading and use 7-zip.
    (But that specific branch doesn't work right now anyhow, so there's no use in trying.)


    Alright, I'll give it a spin and see if I can be of some help, it's the least I can do. Especially since all of you spend so much time whipping these releases into working order.
    (Sigh, imagine a world where Unreal had robust enough plugin support that Gameworks features could just be implemented as plug-n-play plugins.)
    I've trashed that former branch and made the new one instead for the reasons already mentioned. As soon as it's stable enough, I'll merge it with the main branch.

    You cerntainly can be of help here and the more people test it and report, the more I can do. Unless someone generously donates a more recent NVIDIA board for my PC or I magically get hit by a pot of gold, that's the only option we have right now actually.

    Just coming from the Unity world, I can say that Unreal actually has a by far more robust plugin system in comparison. Try to view it like that: The gameworks integrations are more of a proof of concept and are meant to be a good starting point for your own integration work (plus the usual marketing tidbit) than a fully featured and supported integration. So mainly it's just nice of the NVIDIA guys to provide it so we don't have to start from scratch. It's a nice gesture, what we make of it is up to us. Bigger teams and studios can afford someone that will work on it fulltime and has the needed experience to do it and they also have other channels to Epic and NVIDIA to get what they need. The rest of us has to do it the community way, as usual.

    Comment


      Here are more detailed crash logs if it helps https://pastebin.com/ynH7n4kc

      Comment


        Originally posted by ax448 View Post

        Edit: Well HaBe2305 , I gave it a spin, but didn't exactly get far.

        Open up CornellBox:
        Click image for larger version

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        Open up hallway example:
        Click image for larger version

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        Make an empty Project, that works.
        Open the PostProcessVolume and enable VXGI Diffuse:
        Click image for larger version

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        ​​​​​​​
        Alright, thanks, that's exactly what I need. Could you send me the log files as mentioned in the original post plus the log file of the empty project you created pls?

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          Yeah, sent 'em now.

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            Alright folks, the first stopper bugs popped up on a system that fully supports VXGI and I'm on it. I'll post here as soon as possible fixes are pushed to github. Thanks ax448 for your time and support.

            Comment


              Originally posted by techtuts View Post
              Here are more detailed crash logs if it helps https://pastebin.com/ynH7n4kc
              Just approved this comment, in case you guys missed it.
              Storyteller - An immersive VR audiobook player

              Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

              Comment


                Originally posted by n00854180t View Post

                Just approved this comment, in case you guys missed it.
                Thanks man, pretty sure I'd have missed it.

                Thank you techtuts , thats exactly the same place were it crashes for ax448, which is a good thing to know right now.

                Comment


                  Hi Unreal community,

                  I hope you are well, I have question with Nvidia Apex destruction and Blast. Currently I tried those two solutions and I always have the same issue. The idea is to get different state for our breakable; for exemple a crate could get 3-4 states (different meshes) before being completly brake. Nvidia say it works in their solution, but I don't find any solution.
                  Currently Apex permit to load custom FBX but only one, so state 0 to 1 and Blast permit to load FBX but only for state 0.
                  Anybody know how to do it? Is their something I do wrong?

                  Have a nice day,

                  Comment


                    Ok, I'm probably just missing something really obvious but is anyone else having issues with all the repo links returning 404s?

                    Comment


                      Originally posted by LeeDot View Post
                      Ok, I'm probably just missing something really obvious but is anyone else having issues with all the repo links returning 404s?
                      Which links exactly?

                      Comment


                        If it's -all- the repo links, then you haven't linked your unreal account with your github account.
                        ( https://www.unrealengine.com/en-US/u...validated=true )

                        Comment


                          Having trouble packaging even an empty project using Flex.

                          Code:
                          UATHelper: Packaging (Windows (64-bit)):     Running UnrealHeaderTool UE4Game "D:\UnrealEngine-FleX-4.19.2\Engine\Intermediate\Build\Win64\UE4Game\Shipping\UE4Game.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors
                          UATHelper: Packaging (Windows (64-bit)):   D:\UnrealEngine-FleX-4.19.2\Engine\Plugins\GameWorks\Flex\Source\Flex\Classes/FlexFluidSurfaceActor.h(11): error C2504: 'AInfo': base class undefined
                          UATHelper: Packaging (Windows (64-bit)):   D:\UnrealEngine-FleX-4.19.2\Engine\Plugins\GameWorks\Flex\Source\Flex\Classes/FlexFluidSurfaceActor.h(12): error C3646: 'Super': unknown override specifier
                          UATHelper: Packaging (Windows (64-bit)):   D:\UnrealEngine-FleX-4.19.2\Engine\Plugins\GameWorks\Flex\Source\Flex\Classes/FlexFluidSurfaceActor.h(12): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
                          UATHelper: Packaging (Windows (64-bit)):   D:\UnrealEngine-FleX-4.19.2\Engine\Plugins\GameWorks\Flex\Intermediate\Build\Win64\UE4\Inc\Flex\FlexFluidSurfaceActor.gen.cpp(63): error C2039: 'StaticConfigName': is not a member of 'AFlexFluidSurfaceActor'
                          UATHelper: Packaging (Windows (64-bit)):   D:\UnrealEngine-FleX-4.19.2\Engine\Plugins\GameWorks\Flex\Intermediate\Build\Win64\UE4\Inc\Flex\FlexFluidSurfaceActor.gen.cpp(63): error C3861: 'StaticConfigName': identifier not found
                          UATHelper: Packaging (Windows (64-bit)):   D:\UnrealEngine-FleX-4.19.2\Engine\Plugins\GameWorks\Flex\Intermediate\Build\Win64\UE4\Inc\Flex\FlexFluidSurfaceActor.gen.cpp(63): error C2039: 'AddReferencedObjects': is not a member of 'AFlexFluidSurfaceActor'
                          UATHelper: Packaging (Windows (64-bit)):   D:\UnrealEngine-FleX-4.19.2\Engine\Plugins\GameWorks\Flex\Intermediate\Build\Win64\UE4\Inc\Flex\FlexFluidSurfaceActor.gen.cpp(63): error C2065: 'AddReferencedObjects': undeclared identifier
                          UATHelper: Packaging (Windows (64-bit)):   D:\UnrealEngine-FleX-4.19.2\Engine\Plugins\GameWorks\Flex\Intermediate\Build\Win64\UE4\Inc\Flex\FlexFluidSurfaceActor.gen.cpp(63): error C3083: 'Super': the symbol to the left of a '::' must be a type
                          UATHelper: Packaging (Windows (64-bit)):   D:\UnrealEngine-FleX-4.19.2\Engine\Plugins\GameWorks\Flex\Intermediate\Build\Win64\UE4\Inc\Flex\FlexFluidSurfaceActor.gen.cpp(63): error C3083: 'WithinClass': the symbol to the left of a '::' must be a type
                          UATHelper: Packaging (Windows (64-bit)):   D:\UnrealEngine-FleX-4.19.2\Engine\Plugins\GameWorks\Flex\Intermediate\Build\Win64\UE4\Inc\Flex\FlexFluidSurfaceActor.gen.cpp(65): error C2614: 'AFlexFluidSurfaceActor': illegal member initialization: 'Super' is not a base or member
                          UATHelper: Packaging (Windows (64-bit)):   C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.15.26726\INCLUDE\vcruntime_new.h(71): error C4577: 'noexcept' used with no exception handling mode specified; termination on exception is not guaranteed. Specify /EHsc
                          UATHelper: Packaging (Windows (64-bit)):   ERROR: UBT ERROR: Failed to produce item: D:\UnrealEngine-FleX-4.19.2\Engine\Plugins\GameWorks\Flex\Binaries\Win64\UE4-Flex-Win64-Shipping.lib
                          UATHelper: Packaging (Windows (64-bit)): ERROR: Command failed (Result:5): D:\UnrealEngine-FleX-4.19.2\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win64 Shipping  -NoUBTMakefiles  -remoteini="D:\Unreal Projects\Flex_VR_Test" -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2018.10.23-14.29.18.txt' 
                          PackagingResults: Error: UBT ERROR: Failed to produce item: D:\UnrealEngine-FleX-4.19.2\Engine\Plugins\GameWorks\Flex\Binaries\Win64\UE4-Flex-Win64-Shipping.lib
                          PackagingResults: Error: Command failed (Result:5): D:\UnrealEngine-FleX-4.19.2\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win64 Shipping  -NoUBTMakefiles  -remoteini="D:\Unreal Projects\Flex_VR_Test" -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2018.10.23-14.29.18.txt' 
                          PackagingResults: Error: Unknown Error
                          No errors when I built Flex from source. Do I need to go through this code and fix it myself? Or is there some other solution?

                          Comment


                            I didn't have my accounts linked - thanks!

                            Comment


                              Originally posted by bishop86 View Post
                              No errors when I built Flex from source. Do I need to go through this code and fix it myself? Or is there some other solution?
                              4.19 Flex from Nvidia repo I assume? I made them PR for this but they haven't accepted it (https://github.com/NvPhysX/UnrealEngine/pull/523)

                              I have fixed branch due to the open PR here: https://github.com/0lento/UnrealEngi...PR-FleX-4.19.2, additionally my https://github.com/0lento/UnrealEngi...4.19-GameWorks contains FleX and fixes as well.

                              For 4.20 I have a separate FleX branch here: https://github.com/0lento/UnrealEngine/tree/4.20-FleX and https://github.com/0lento/UnrealEngi...4.20-GameWorks if you want other techs too.
                              https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                              Comment


                                Originally posted by 0lento View Post
                                4.19 Flex from Nvidia repo I assume? I made them PR for this but they haven't accepted it (https://github.com/NvPhysX/UnrealEngine/pull/523)

                                I have fixed branch due to the open PR here: https://github.com/0lento/UnrealEngi...PR-FleX-4.19.2, additionally my https://github.com/0lento/UnrealEngi...4.19-GameWorks contains FleX and fixes as well.

                                For 4.20 I have a separate FleX branch here: https://github.com/0lento/UnrealEngine/tree/4.20-FleX and https://github.com/0lento/UnrealEngi...4.20-GameWorks if you want other techs too.
                                Oh that's great thanks a lot! I'll check this out.

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