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.
What "some engine side changes" do you mean?
I need to give a push to my programmers.))
It seems that the Gameworks version is somewhat backward. We haven't even seen the full 4.20 version of Gameworks yet. Don't we know that when RTX is released, Gameworks will integrate some functions into RTX?
Same build of VXGI as was used in the 4.19 branch (2.0.1), no new integration features except for engine's Rect Light support for indirect lighting.[/QUOTE]
hi Alexey.Panteleev how to add in hairworks your branch
Same build of VXGI as was used in the 4.19 branch (2.0.1), no new integration features except for engine's Rect Light support for indirect lighting.
Wow, that's a big surprise. We're just talking about whether there won't be any VXGI updates in the near future, but soon you released version 4.21 of VXGI. That's great!
So, it seems that the full version of Gameworks 4.21, which includes VXGI, will be coming soon? We are looking forward to the arrival of Gameworks 4.20 engine with VXGI 2.0!!
Thank you for your efforts so that we can continue to use the latest engine version of Gameworks!!
FleX is tedious to port atm as like mentioned before it requires a lot of manual work due to the underlying UE 4.21 physics interface changes. I'm currently testing a new 4.21-GameWorks build, will post details once I've verified it works (FleX isn't included, sorry).
Understandable, considering the push for it otherwise. (And the need to make RTX investment for devs and users a tempting proposition.)
Are there going to be RTX or Turing based gameworks packages in the upcoming 2019-ish future?
I know Variable Rate Shading would give me a big incentive to pick up an RTX card for VR development. And would probably be a great reason to update the VRworks branch.
I've tested most of the techs to work fine on sample projects using both editor and packaged development builds so things should be in order but do report if you have issues with it.
+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...
Alexey.Panteleev how to add in hairworks your branch
See above post. I'll push out later on 4.21-HairWorks that only contains stock 4.21 and HairWorks but for the time being that merged branch should work and is available now.
In addition it has support for fixed timestepping for physics and has UE4 wrappers for PhysX contact modifications (I'll make example later on how to use these to your advantage). I've tested most of the techs to work fine on sample projects using both editor and packaged development builds so things should be in order but do report if you have issues with it.
It's great to finally see a new version of the engine with VXGI, which means that many people who depend on VXGI can work in the new version of the engine. Thank you for your efforts!!
See above post. I'll push out later on 4.21-HairWorks that only contains stock 4.21 and HairWorks but for the time being that merged branch should work and is available now.
Will Waveworks be added to this branch? It seems that the transplantation of Wavework is not very troublesome?It seems that someone transplanted version 4.20 very quickly last time. Wavework is really a very good surface tool, and if you can add branches, it's worth looking forward to
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