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    Hi,...

    i try to compile the 4.21 GameWorks branch from 0lento.
    Unfortunately, I gott the following error:

    Fehler MSB3075 Der Befehl "..\..\Build\BatchFiles\Build.bat UE4Editor Win64 Development -WaitMutex -FromMsBuild" wurde mit dem Code 5 beendet. Stellen Sie sicher, dass Sie zur Ausführung dieses Befehls berechtigt sind. UE4 S:\Visual Studio 2017\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets 44
    Fehler C2109 Index erfordert ein Array oder einen Zeigertyp UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.cpp 598
    Fehler C2597 Ungültiger Verweis auf nicht-statischen Member "Nv::Blast::FbxFileWriter::mInteriorIndex" UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.cpp 666
    Fehler C3867 "Nv::Blast::FbxFileWriter::mInteriorIndex": Keine Standardsyntax; "&" zum Erstellen eines Verweises auf das Member verwenden UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.cpp 666
    Fehler C2568 ":": Auflösung der Funktionsüberladung nicht möglich UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.cpp 666
    Fehler C2352 "Nv::Blast::FbxFileWriter::generateSmoothingGroups": Unzulässiger Aufruf einer nicht statischen Memberfunktion UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.cpp 688
    Fehler C2352 "Nv::Blast::FbxFileWriter::removeDuplicateControlPoints": Unzulässiger Aufruf einer nicht statischen Memberfunktion UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.cpp 692
    Fehler C2660 "Nv::Blast::FbxFileWriter::createChunkRecursiveNonSkinned": Funktion akzeptiert keine 5 Argumente UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.cpp 696
    Fehler C4800 Implizite Konvertierung von "const wchar_t *" in einen booleschen Wert. Datenverlust möglich. UE4 S:\GitHub\0lento\Engine\Source\Editor\BehaviorTreeEditor\Private\DetailCustomizations\BlackboardSelectorDetails.cpp 173
    Fehler C4800 Implizite Konvertierung von "const OtherType" in einen booleschen Wert. Datenverlust möglich. UE4 S:\GitHub\0lento\Engine\Source\Runtime\Core\Public\Misc\Attribute.h 43
    Fehler C4800 Implizite Konvertierung von "const wchar_t *" in einen booleschen Wert. Datenverlust möglich. UE4 S:\GitHub\0lento\Engine\Source\Editor\MovieSceneTools\Private\FCPXML\FCPXMLExport.cpp 1058
    Fehler C4800 Implizite Konvertierung von "const wchar_t *" in einen booleschen Wert. Datenverlust möglich. UE4 S:\GitHub\0lento\Engine\Source\Editor\MovieSceneTools\Private\FCPXML\FCPXMLExport.cpp 1070
    Fehler UBT ERROR: Failed to produce item: S:\GitHub\0lento\Engine\Intermediate\Build\Win64\UE4Editor\Development\MovieSceneTools\UE4Editor-MovieSceneTools.lib UE4 S:\GitHub\0lento\Engine\Intermediate\ProjectFiles\UnrealBuildTool 1
    Fehler C2039 "string": Ist kein Element von "std" UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.h 126
    Fehler C4430 Fehlender Typspezifizierer - int wird angenommen. Hinweis: "default-int" wird von C++ nicht unterstützt. UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.h 126
    Fehler C2143 Syntaxfehler: Es fehlt "," vor "&" UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.h 126
    Fehler C2039 "string": Ist kein Element von "std" UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.h 129
    Fehler C4430 Fehlender Typspezifizierer - int wird angenommen. Hinweis: "default-int" wird von C++ nicht unterstützt. UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.h 129
    Fehler C2143 Syntaxfehler: Es fehlt "," vor "&" UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.h 129
    Fehler C2535 "void Nv::Blast::FbxFileWriter::createChunkRecursiveNonSkinned(const int)": Memberfunktion bereits definiert oder deklariert UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.h 130
    Fehler C2660 "Nv::Blast::FbxFileWriter::createChunkRecursiveNonSkinned": Funktion akzeptiert keine 5 Argumente UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.cpp 268
    Fehler C2660 "Nv::Blast::FbxFileWriter::createChunkRecursiveNonSkinned": Funktion akzeptiert keine 5 Argumente UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.cpp 304
    Fehler C2511 "void Nv::Blast::FbxFileWriter::createChunkRecursiveNonSkinned(const std::string &,uint32_t,fbxsdk::FbxNode *,const std::vector<fbxsdk::FbxSurfaceMaterial *,std::allocator<_Ty>> &,const Nv::Blast::ExporterMeshData &)": Überladene Memberfunktion nicht in "Nv::Blast::FbxFileWriter" gefunden UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.cpp 471
    Fehler C2597 Ungültiger Verweis auf nicht-statischen Member "Nv::Blast::FbxFileWriter::mScene" UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.cpp 480
    Fehler C2597 Ungültiger Verweis auf nicht-statischen Member "Nv::Blast::FbxFileWriter::chunkNodes" UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.cpp 485
    Fehler C3867 "Nv::Blast::FbxFileWriter::chunkNodes": Keine Standardsyntax; "&" zum Erstellen eines Verweises auf das Member verwenden UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.cpp 485
    Fehler C2109 Index erfordert ein Array oder einen Zeigertyp UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.cpp 485
    Fehler C2597 Ungültiger Verweis auf nicht-statischen Member "Nv::Blast::FbxFileWriter::worldChunkPivots" UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.cpp 494
    Fehler C3867 "Nv::Blast::FbxFileWriter::worldChunkPivots": Keine Standardsyntax; "&" zum Erstellen eines Verweises auf das Member verwenden UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.cpp 494
    Fehler C2109 Index erfordert ein Array oder einen Zeigertyp UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.cpp 494
    Fehler C2352 "Nv::Blast::FbxFileWriter::generateSmoothingGroups": Unzulässiger Aufruf einer nicht statischen Memberfunktion UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.cpp 561
    Fehler C2352 "Nv::Blast::FbxFileWriter::removeDuplicateControlPoints": Unzulässiger Aufruf einer nicht statischen Memberfunktion UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.cpp 564
    Fehler C2660 "Nv::Blast::FbxFileWriter::createChunkRecursiveNonSkinned": Funktion akzeptiert keine 5 Argumente UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.cpp 568
    Fehler C2511 "void Nv::Blast::FbxFileWriter::createChunkRecursiveNonSkinned(const std::string &,uint32_t,fbxsdk::FbxNode *,const std::vector<fbxsdk::FbxSurfaceMaterial *,std::allocator<_Ty>> &,const Nv::Blast::AuthoringResult &)": Überladene Memberfunktion nicht in "Nv::Blast::FbxFileWriter" gefunden UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.cpp 574
    Fehler C2597 Ungültiger Verweis auf nicht-statischen Member "Nv::Blast::FbxFileWriter::mScene" UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.cpp 583
    Fehler C2597 Ungültiger Verweis auf nicht-statischen Member "Nv::Blast::FbxFileWriter::chunkNodes" UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.cpp 588
    Fehler C3867 "Nv::Blast::FbxFileWriter::chunkNodes": Keine Standardsyntax; "&" zum Erstellen eines Verweises auf das Member verwenden UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.cpp 588
    Fehler C2109 Index erfordert ein Array oder einen Zeigertyp UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.cpp 588
    Fehler C2597 Ungültiger Verweis auf nicht-statischen Member "Nv::Blast::FbxFileWriter::worldChunkPivots" UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.cpp 598
    Fehler C3867 "Nv::Blast::FbxFileWriter::worldChunkPivots": Keine Standardsyntax; "&" zum Erstellen eines Verweises auf das Member verwenden UE4 S:\GitHub\0lento\Engine\Plugins\GameWorks\Blast\Source\BlastMeshEditor\Private\BlastMeshExporterFbxWriter.cpp 598




    Maybe someone has a tip to solve the problem.

    Thank you guys


    Comment


      So my guess is, the "NVidia only" hardware constraint killed this project?? Or is that an issue?

      It's a shame Flex hasn't been ported to 4.22 etc. 0lento, amazing work and thank you!

      It would be fantastic if this was supported by Epic directly though. It sounds like there's no chance of that???

      == John ==

      Comment


        i am in need to download the ue 4.19 waveworks which i am not able to from github,very slow download and fails all time,no resume . any one can upload it on a torrent or google drive ,will be thank full , Or any other solution

        Comment


          Originally posted by JGwinner View Post
          So my guess is, the "NVidia only" hardware constraint killed this project?? Or is that an issue?
          There's only few techs that are truly Nvidia-only on current GameWorks. Waveworks integration we get requires cuda and VXGI practically requires Nvidia Maxwell+ gpu. But Blast, Flex, Flow and Volumetric Lighting should run on AMD as well (as current Flex and Flow versions run on DX Compute), I'm not 100% sure about TXAA 3 or HBAO+ but I'd expect them to run on AMD GPU's as well, don't quote me on that tho.

          Anyway, it seems like RTX in particular is reason why Nvidia hasn't been updating these techs anymore, this has to be especially true for VXGI. Also UE4 using Blast for Chaos physics probably makes it difficult to justify a separate branch for Blast version that works with PhysX etc.
          https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

          Comment


            Originally posted by shrst View Post
            i am in need to download the ue 4.19 waveworks which i am not able to from github,very slow download and fails all time,no resume . any one can upload it on a torrent or google drive ,will be thank full , Or any other solution
            Sharing UE4 source code or binaries via torrent or google drive to random people is against UE4 EULA. You can only reliably confirm other user is UE4 licensee by sharing the source code via UnrealEngine github fork or share modified editor via Epic Launcher (but there's no such "modding" editor for GameWorks atm there so github is your only option).

            If github's direct download fails, you can try cloning the repo with some git tool.
            https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

            Comment


              Originally posted by JGwinner View Post
              So my guess is, the "NVidia only" hardware constraint killed this project?? Or is that an issue?

              It's a shame Flex hasn't been ported to 4.22 etc. 0lento, amazing work and thank you!

              It would be fantastic if this was supported by Epic directly though. It sounds like there's no chance of that???

              == John ==

              I ported FleX to 4.22 based on 0lento's 4.20 integration, without fluid rendering (too much conflicts): https://github.com/xoyojank/UnrealEngine/tree/4.22-FleX

              Comment


                We appreciate your efforts guys. I would love to see if I can get rest of the Flex fixes working, but I'm no rendering engineer so I'm not sure how involved it would be

                Comment


                  This is compile the 4.21- GameWorks+WaveWorks by 0lento - amazing work and thank you!
                  Hello 0lento.
                  Are you planning on compiling this for 4.22? It is very important for us. The most necessary - HairWorks+WaveWorks.
                  We will be very grateful for the answer and your work!
                  Last edited by TrinityMS; 08-06-2019, 03:22 PM.

                  Comment


                    Originally posted by TrinityMS View Post
                    Are you planning on compiling this for 4.22? It is very important for us. The most necessary - HairWorks+WaveWorks.
                    Right now it's looking like I'll skip 4.22 for multiple reasons, I may try again on 4.23 but really hoping Nvidia would update these techs themselves for at least 4.22 as there are quite big rendering changes in the engine that makes manual upgrading for these less trivial.

                    Also since UE4 has grown bigger, my compilation times on any recent engine versions are horrible, it takes few hours to get new build up and running on my computer which also makes upgrading and fixing these techs super slow (we are talking many days just waiting for computer to build things). I'm planning to upgrade my rig to a new 16 core Ryzen once it's available (so in few months) and could then take a look again these for 4.23 but since the needed changes are quite big, I can't give any promises at this point.

                    If Nvidia however comes with updated branches themselves, I'll happily merge them even with my current computer.
                    https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                    Comment


                      Originally posted by 0lento View Post
                      If Nvidia however comes with updated branches themselves, I'll happily merge them even with my current computer.
                      Thank you very much for the answer! Good luck with your computer. We will wait.

                      Thanks again for your work!

                      Comment


                        Hello, all links are dead?
                        https://github.com/0lento/UnrealEngine
                        https://github.com/xoyojank/UnrealEngine/tree/4.22-FleX

                        Thank you.

                        Comment


                          Anyone know if VXGI died when DXR came out? I still use VXGI over DXR for several reasons. The latest version Nvidia released was for 4.21 so hoping for updates to newer engine versions.

                          Thanks for response!

                          Comment


                            Originally posted by Globomidia 3DU View Post
                            Hello, all links are dead?
                            They are not dead, you need to link your github account to ue4 account to access private UnrealEngine repositories on github, more about this here:
                            https://www.unrealengine.com/en-US/ue4-on-github
                            https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                            Comment



                              I have an issues when building the ue4 in C++. I download & install 0lento 4.21-Gameworks+Wavework, Visual Studio Community 2017 15.9.14, follow the note check the "Game Development with C++" workload, and the "Unreal Engine Installer" and "Nuget Package Manager" optional components. At the end of the process, 66 errors appear. Can anyone help me pls? thankkkkkk <3
                              Attached Files

                              Comment


                                I found a 4.21 port for Nvidia Flex, which apparently all-around works...I know this is 2 engine versions behind, but maybe someone has use for it, I may merge it with 0lento's 4.21 Gameworks branch.

                                https://github.com/trashbyte/UnrealE...tree/4.21-FleX

                                Thanks to this developer for the code:
                                https://trashbyte.io/blog/2019/07/03/update.html

                                EDIT1 : Engine builds and everything works perfectly in FlexProject and renders fluid/everything fine, but when packaging project for Win64 development the build fails at the end with 1 LNK error.

                                =============================================================================================
                                EDIT2 : Fixed project build error in above branch = source/runtime/engine/public/gameworks/FlexPluginGPUParticles.h

                                -Line60:
                                "FArchive& operator<<"...

                                -Becomes:
                                "FORCEINLINE FArchive& operator<<"...
                                =============================================================================================
                                After the fix everything works as it should, but due to the author's implementation, the Flex plugin must be enabled always or the engine will refuse to load. I looked through the code, and it is because the author used an engine-code dependent method using the new "ShaderCore" split, which requires the Flex plugin to remain enabled in the engine.
                                Last edited by karma4jake; 08-16-2019, 12:24 AM.

                                Comment

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