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    Small status report, I pushed few techs in 4.21-GameWorks now:
    https://github.com/0lento/UnrealEngi...4.21-GameWorks (includes 4.21.0-release, Blast, Flow, TXAA and my physics modifications)

    I got HBAO+ and Volumetric Lighting both compiled on 4.21 as well but they require some additional changes to display properly so they are not in the public merge branch. Flex will take some additional effort due to the physics changes in 4.21 (had to do bunch of changes for Blast and Flow too) and I didn't examine HairWorks that much yet but it at least has some namespace issue that needs to be sorted out.

    HBAO+ isn't all that important now that built-in SSAO works in forward rendering with 4.21 but I'll see if I can sort the rendering changes out so I can include it here, shouldn't be too big of an issue.
    https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

    Comment


      HairWorks is inferior NeoFur, because it does not support object collisions in Ue4. That is, when the character suddenly lies on the bed, the hair fails and does not get disoriented on the bed.
      https://youtu.be/2-R5a05Dsc8?t=49s
      For games VR HairWorks is not suitable, because I can not brake my hair because there is no interaction with collisions with UE4!
      https://drive.google.com/open?id=1z2...VcVc-wT5ciJTY5

      Comment


        Most of the content of Gameworks has been pushed to 4.21, and it seems that VXGI updates to 4.21 are far away.

        Comment


          "Most" is bit of an exaggeration when all I have properly running at the moment on 4.21 is Blast, Flow and TXAA
          https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

          Comment


            As an amateur at game-making I am interested in having the functionality of FLEX. I saw it in a Youtube video andI have tried to follow the instrux in the following link from 2015: https://forums.unrealengine.com/deve...nreal-engine-4.
            However, I can't make it work. I did get a partial result following the instrux in the link. The downloaded file unzips to a set of directories but the projects step fails as does everything after that. I tried to run one of the incomplete projects in 4.19 and got an error stating it was made with an older version of UE. I notice there is no material in the directories anyway.
            Do I need to use only older versions of these programs? Is Flex available from a Plugin, or a downloadable project in Marketplace? Are the functions of Flex already integrated into UE4?

            Comment


              Hello everybody,

              I'd like to know what tool of Gameworks is "really integrated" in UE4 actually. If i visit this page: https://github.com/NvPhysX/UnrealEngine : I see tools like Cataclysm - sort of abandonned project.... What about Flex, flow or Blast ?
              I see in this thread many forks which port the official nvidia to 4.20 or 4.21...
              I think VRWorks is integrated... but what % of this....

              For me, integrated is that we can use it without recompile a fork of UE4 Editor... such as un plugin.

              Could you please clarify this ? What is the politic of Epic and Nvidia ?

              Many Thanks,
              Greg
              Last edited by benicourt; 11-11-2018, 03:50 AM.
              My blog about video game development and game engines (FR + Translation)
              My books about Unreal Engine 4 & Blender Game Engine (FR only)
              Facebook - Twitter - Youtube

              Comment


                Originally posted by benicourt View Post
                Hello everybody,

                I'd like to know what tool of Gameworks is "really integrated" in UE4 actually. If i visit this page: https://github.com/NvPhysX/UnrealEngine : I see tools like Cataclysm - sort of abandonned project.... What about Flex, flow or Blast ?
                I see in this thread many forks which port the official nvidia to 4.20 or 4.21...
                I think VRWorks is integrated... but what % of this....

                For me, integrated is that we can use it without recompile a fork of UE4 Editor... such as un plugin.

                Could you please clarify this ? What is the politic of Epic and Nvidia ?

                Many Thanks,
                Greg
                Gameworks tech will never be "integrated" into unreal like you describe. They will always require a fork and custom engine build
                Last edited by kostenickj; 11-12-2018, 05:29 AM.
                TressFX For Unreal | Morph Tools Plugin

                Comment


                  That's not entirely true. Blast is basically already a plugin, similar to how Apex Destruction is an integrated plugin.
                  Blast will most likely start shipping with UE4 by default sometime soon.

                  Flex is also not far from being a plugin.
                  Last edited by Gallonmate; 11-11-2018, 06:28 PM.

                  Comment


                    Technically many GameWorks techs are integrated as plugins but ALL of them currently require some engine side changes in addition. So at the moment it's not possible to just pick any of these plugins and compile them with stock UE4.
                    https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                    Comment


                      Hi guys,

                      After building this version of the engine and trying to distribute the built package out to team-mates, i'm unfortunately getting this error:

                      Assertion failed: VXGIDLLHandle [File:B:\Unreal_Engine\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformMisc.cpp] [Line: 2646]

                      UE4Editor_Core!FDebug::AssertFailed() [b:\unreal_engine\engine\source\runtime\core\private\misc\assertionmacros.cpp:419] UE4Editor_Core!FWindowsPlatformMisc::LoadVxgiModule() [b:\unreal_engine\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:2647] UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::LoadPreInitModules() [b:\unreal_engine\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:38] UE4Editor!FEngineLoop::LoadPreInitModules() [b:\unreal_engine\engine\source\runtime\launch\private\launchengineloop.cpp:2419] UE4Editor!FEngineLoop::PreInit() [b:\unreal_engine\engine\source\runtime\launch\private\launchengineloop.cpp:1499] UE4Editor!GuardedMain() [b:\unreal_engine\engine\source\runtime\launch\private\launch.cpp:127] UE4Editor!GuardedMainWrapper() [b:\unreal_engine\engine\source\runtime\launch\private\windows\launchwindows.cpp:144] UE4Editor!WinMain() [b:\unreal_engine\engine\source\runtime\launch\private\windows\launchwindows.cpp:223] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253] kernel32 ntdll


                      I'm using Jenkins to build on a server for ease of distribution using this command:

                      "B:\Unreal_Engine\Engine\Binaries\DotNET\AutomationTool.exe" BuildGraph -target="Make Installed Build Win64" -script=B:\Unreal_Engine\Engine/Build/InstalledEngineBuild.xml -set:HostPlatformOnly=true -set:WithDDC=false -set:SignExecutables=false


                      I noticed that some people were having a similar issue in earlier engine versions and i was wondering if anyone has a definitive fix for this?
                      Lee Devonald
                      Character Technical Artist.
                      Portfolio: http://crazyferretstudios.com

                      Comment


                        +1 for Hairworks in 4.21 please!
                        Can you also magically make it work with forward rendering? Not being able to export alpha passes is driving me nuts...

                        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.
                          Hello!
                          1) Can I compile through Visual Studio Code?
                          2) 0lento, help with errors (https://github.com/0lento/UnrealEngine/tree/4.20-FleX). Files attached.
                          Visual Studio Enterprise 2017. Version 15.3.2. More on the link:
                          https://docs.google.com/open?id=1auC...yA6w_h_WD22j4k
                          Text compile:
                          1>------ Build started: project: DotNETUtilities, Configuration: Development Any CPU ------
                          1> DotNETUtilities -> E:\UnrealEngine-4.20-FleX\Engine\Binaries\DotNET\DotNETUtilities.dll
                          2>------ Build started: project: UnrealBuildTool, Configuration: Development Any CPU ------
                          2> UnrealBuildTool -> E:\UnrealEngine-4.20-FleX\Engine\Binaries\DotNET\UnrealBuildTool.exe
                          3>------ Build started: project: ShaderCompileWorker, Configuration: Development_Program x64 ------
                          3>Creating makefile for ShaderCompileWorker (no existing makefile)
                          3>Performing full C++ include scan (no include cache file)
                          3>using Visual Studio 2017 14.11.25503 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.11.25503) and Windows 10.0.15063.0 SDK (C:\Program Files (x86)\Windows Kits\10).
                          3>Building UnrealHeaderTool...
                          3>Creating makefile for UnrealHeaderTool (no existing makefile)
                          3>Performing full C++ include scan (no include cache file)
                          3>using Visual Studio 2017 14.11.25503 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.11.25503) and Windows 10.0.15063.0 SDK (C:\Program Files (x86)\Windows Kits\10).
                          3>Distributing 40 actions to XGE
                          3>EXEC : Fatal error: Failed to open/create session data
                          3>Failed to open/create session data: STATUS_ACCESS_DENIED
                          3>ERROR: UBT error : Failed to produce item: E:\UnrealEngine-4.20-FleX\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\Core\UnrealHeaderTool-Core.lib
                          3> (see ..\Programs\UnrealBuildTool\Log_UHT.txt for full exception trace)
                          3>Total build time: 13.24 seconds (XGE executor: 0.00 seconds)
                          3>EXEC : error : UnrealHeaderTool failed for target 'ShaderCompileWorker' (platform: Win64, module info: E:\UnrealEngine-4.20-FleX\Engine\Intermediate\Build\Win64\ShaderCompileWorker\Development\ShaderCompileWorker.uhtmanifest, exit code: OtherCompilationError (5)).
                          3>C:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets (44.5): error MSB3075: command..\..\Build\BatchFiles\Build.bat ShaderCompileWorker Win64 Development-WaitMutex-FromMsBuild" has finished working with code 5. Make sure you have sufficient privileges to run this command.
                          3>Build the ShaderCompileWorker project.vcxproj " failed.
                          4>------ Build started: project: UE4, Configuration: Development_Editor x64 ------
                          4>Performing full C++ include scan (building a new target)
                          4>Creating makefile for UE4Editor (no existing makefile)
                          4>using Visual Studio 2017 14.11.25503 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.11.25503) and Windows 10.0.15063.0 SDK (C:\Program Files (x86)\Windows Kits\10).
                          4>Building UnrealHeaderTool...
                          4>Distributing 40 actions to XGE
                          4>EXEC : Fatal error: Failed to open/create session data
                          4>Failed to open/create session data: STATUS_ACCESS_DENIED
                          4>ERROR: UBT error : Failed to produce item: E:\UnrealEngine-4.20-FleX\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\Core\UnrealHeaderTool-Core.lib
                          4> (see ..\Programs\UnrealBuildTool\Log_UHT.txt for full exception trace)
                          4>Total build time: 0.66 seconds (XGE executor: 0.00 seconds)
                          4>EXEC : error : UnrealHeaderTool failed for target 'UE4Editor' (platform: Win64, module info: E:\UnrealEngine-4.20-FleX\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor ahhh!uhtmanifest, exit code: OtherCompilationError (5)).
                          4>C:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets (44.5): error MSB3075: command..\..\Build\BatchFiles\Build.bat UE4Editor Win64 Development-WaitMutex-FromMsBuild" has finished working with code 5. Make sure you have sufficient privileges to run this command.
                          4 > Build the project " UE4.vcxproj " failed.
                          ========== Build: succeeded: 2, failed: 2, unchanged: 0, skipped: 0 ==========
                          Attached Files

                          Comment


                            Hi, my unreal engine videos flickers when i render. Im using Vxgi. this is how its looking http://prntscr.com/lltkwb

                            Comment


                              Does anyone know how to get the active particle count of a container in blueprint? I'm trying to make a C++ function that will do this but can't quite work it out :/

                              Comment


                                Good morning everyone. First off, thank you to 0lento and everyone else contributing to the Unreal Gameworks integrations.

                                I've got a VR project that is fully gameworks integrated. 4.19.2 with 0lento's branch I believe. It complies well and runs well when particle count is managed properly.

                                I am running into a small problem however where at times randomly my render thread crashes. I read in the Flex docs that Flex is not render safe.

                                To make it work with VR, I am running no more than 3000 particles, with reduced substepping and at half res.

                                I was wondering if there were any other best practices to help mitigate render thread issues.

                                Thank you for your time.

                                Comment

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