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    Originally posted by Sarevok View Post
    Hello again, sorry if I'm missing something, but I've now linked my epic account to my github account like in the link you posted, but both of those github links in your last post still 404 for me. Any other reason that would happen?
    It may take some time to activate, I think you should get email when they are linked. If link is fine, make sure you are logged in to that account when trying to access the ue4 fork.

    https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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      I got it! Thanks so much! It sent the invite link to my other email which I used for github, not that I used for Epic.... Man I'm dumb

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        I now realized that I'm using hairworks 1.2. It is still the active link at this page:

        https://developer.nvidia.com/hairworks

        How do I download 1.4?

        It seems like 1.2 isnt saving out usable files for me.

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          Originally posted by Sarevok View Post
          I now realized that I'm using hairworks 1.2. It is still the active link at this page:

          https://developer.nvidia.com/hairworks

          How do I download 1.4?

          It seems like 1.2 isnt saving out usable files for me.
          https://github.com/NVIDIAGameWorks/HairWorks
          NVIDIA HairWorks 1.4 beta

          https://developer.nvidia.com/gamewor...arch=HairWorks
          HairWorks plug-in for Maya and 3ds Max

          https://github.com/niexuchina/Unreal...9-HairWorks1.4
          Unreal Engine 4.19.2 for HairWorks 1.4 beta

          https://github.com/NvPhysX/UnrealEngine/tree/HairWorks
          Unreal Engine 4.16.3 for HairWorks 1.3

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            HairWorks 1.4 = https://www.youtube.com/watch?v=uukXXpRQpNA ?

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              Originally posted by 0lento View Post
              Is this still an issue? I don't remember if you can disable WaveWorks with some console parameter. I wasn't aware of WaveWorks adding a cost unused though and I don't really have time to investigate it myself now so I put out different branches with and without WaveWorks merge:

              https://github.com/0lento/UnrealEngi...4.21-GameWorks (Blast, Flow, HairWorks, HBAO+, TXAA ad VXGI2)
              https://github.com/0lento/UnrealEngi...orks+WaveWorks (same as above but with WaveWorks)
              This branch is 25 commits ahead, 185 commits behind EpicGames:release.
              Hmm Im not very good at this stuff :/ How stable is this build "as is" ?? Would love to try it.

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                Originally posted by AngeIV View Post
                This branch is 25 commits ahead, 185 commits behind EpicGames:release.
                It's actually not behind at all, it's just that github doesn't count squashed commits in this case. Basically the commit https://github.com/0lento/UnrealEngi...fd882f93330fdb merges the latest engine changes for 4.21 so you should be good to go. The reason I squash commits like this is because if I just did a regular merges without squashing, it would spam the commit list with those changes instead so people wouldn't know what actual changes the repo does (as the relevant commits would be mixed with the stream of other random commits).

                I recently redid all my physics branches so that I used only latest versions as base directly, for example this https://github.com/0lento/UnrealEngi...e/4.21-Physics and the mentioned https://github.com/0lento/UnrealEngi...4.21-GameWorks are both in sync with 4.21.2 but github only reports the latter to be behind
                Last edited by 0lento; 03-14-2019, 08:41 AM.
                https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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                  Originally posted by AngeIV View Post
                  How stable is this build "as is" ?? Would love to try it.
                  There can be side-effects from running custom repos like these, like mentioned in few previous posts the testing is limited. I mainly test that the repo builds on development conf and see that at least one sample project that uses each merged tech runs and builds fine on Windows shipping conf. If you look back of the comments of this thread lately, few users have had different issues, one noticed that 4.20 repo doesn't build on Debug conf, which I never tested myself so that slipped through. One user noticed WaveWorks giving a cost even unused on 4.21 so I just separated it into different branch now but I don't have time to systematically analyze the effects these techs have for the stock ue4.

                  In general the negatives should be minimal but things like mentioned here can slip through and I give no guarantees these things work. I do try to fix all known build issues if I can but that's also limited by my time to put into this as well (I haven't had time to check the 4.20 FleX issue on debug conf for example. It must be a trivial thing to solve unless it's something Nvidia didn't ship required binaries for from their side).
                  Last edited by 0lento; 03-14-2019, 08:50 AM.
                  https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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                    Thank You for the answer! i will give it a spin this sunday

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                      Originally posted by FatmirVaraku View Post
                      I have e question:Why HairWorks not accept light from VXGI?
                      Hey, I have the same problem, did you get solutions?

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                        Originally posted by ysp2001 View Post

                        Hey, I have the same problem, did you get solutions?
                        HairWorks not support light from VXGI,but you can light only hair with channel light, from point,spot light etc.

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                          https://www.unrealengine.com/en-US/b...es-at-gdc-2019

                          Coming Soon to Unreal Engine:
                          Revealed onstage during the “State of Unreal,” Chaos is Unreal Engine’s new high-performance physics and destruction system coming in early access to Unreal Engine 4.23. The real-time tech demo is set within the world of Robo Recall. With Chaos, users can achieve cinematic-quality visuals in real time in scenes with massive-scale levels of destruction, with unprecedented artist control over content creation. In addition to the initial feature set, Epic will release demo content for Chaos physics and destruction within the 4.23 window.

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                            When will Gameworks RTX be integrated into Gameworks 4.22 engine? Or will it be installed in EPIC 4.22 as a plug-in?

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                              Originally posted by 0lento View Post
                              This frankly doesn't surprise me, I haven't test compiled debug build for the engine itself for ages so these things may slip through
                              Ahhh, it's no biggie, I tend not to use Debug builds very often either, it's just handy to have, Development and Shipping config worked perfectly fine and the installed build was able to package a test project of mine in both Development and Shipping, this is the same case with the 4.20 GameWorks branch of yours too (I switched over to it since it has all the other nVidia goodies you've merged in) so that's nice, big thank you for all your work!
                              Last edited by KamikazeXeX; 03-21-2019, 10:21 PM.

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                                I searched but couldn't find it, does anyone know how to change the translucency of the water in Waveworks? I'm just working on the example scene but I can't seem to get it to be any more opaque than it is, and it's too translucent right now such that you can see the horizon through the waves.
                                Storyteller - An immersive VR audiobook player

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

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