I didn't change anything besides adding back "forceinline" to that one file mentioned on previous forum page. Credit to byte or trashbyte,
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Originally posted by karma4jake View PostI merged Flex 4.21 port from here:
https://github.com/trashbyte/UnrealE...tree/4.21-FleX
into 0lento's 4.21 Gameworks branch (without Waveworks).
I tested everything and it all builds and seems to be working fine, here is the link:
https://github.com/karma4jake/UE4_Ga...Gameworks+Flex
I can submit a pull request after further testing to make sure everything is in order,
@karma4jake, can you please do the same but with the 4.21 olento waveworks branch?
Thanks for you work
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I found these two branches in this same forum of xoyojank and dyanikoglu
https://github.com/xoyojank/UnrealEngine/tree/4.22-FleX
https://github.com/dyanikoglu/UnrealEngine/tree/4.22-Blast
Someone who knows and has the necessary knowledge can mix them and get the 4.22 with flex and blast
I am not an expert on this
thanks to all who make this forum possible
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Originally posted by Alex Colby View PostSomeone who knows and has the necessary knowledge can mix them and get the 4.22 with flex and blast
Originally posted by windywang View PostI 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-FleXhttps://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
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There's also my old 4.22 Flow port here: https://github.com/0lento/UnrealEngi.../4.22-Flow-WIP but it doesn't render fluids either. Fluid sim itself works, just not the rendering, so you can still use it with cascade particles but that's not what most people would use Nvidia Flow with. It's really the rendering side changes that make 4.22+ ports hard now.https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
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Small update on 4.21 FleX:
I did check the trashbyte's changes. There were tons of unrelated things I cleaned out and eventually just ended up taking physx api fixes and added the FORCEINLINE karma4jake mentioned on the previous page and added these on top of my old WIP branch and cleaned that one as well. 4.21 FleX can be found here:
https://github.com/0lento/UnrealEngine/tree/4.21-FleX
FleX does work with this setup now but I had to disable the uniform buffer checks as was also done on the trashbyte's repo. I'm not super happy about this but removing the checks doesn't appear to break anything. I did test all test maps in the editor to work properly and did a development conf packaging test on Win64 (my Gameworks repos probably don't even work properly on Win32 as Nvidia Blast integration doesn't ship binaries for it).
I'll merge FleX to 4.21-GameWorks and 4.21-GameWorks+WaveWorks branches next once I can verify the integration along with other GW techs doesn't break anything, still doing first build atm.https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
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Originally posted by emanuel.may View PostWe recently updated to 4.21 and merged your HBAO+ version for 4.21 into our engine as well. Unfortunately since then we have the problem that the AO seems to be leaking from the main viewport into all other editor viewports, which is very visible in other editor preview screens.
Originally posted by YONI_G View PostAny plans to include Flex in this soon?
I added FleX to my 4.21 branches, thanks for the trashbyte and karma4jake for the FleX fixes (also added small credits section to my GW branches readme's):
https://github.com/0lento/UnrealEngine/tree/4.21-FleX (just UE 4.21.2 and Nvidia FleX)
https://github.com/0lento/UnrealEngi...4.21-GameWorks (4.21.2 and Nvidia Blast, FleX, Flow, HairWorks, HBAO+, TXAA, VXGI 2)
https://github.com/0lento/UnrealEngi...orks+WaveWorks (4.21.2 and Nvidia Blast, FleX, Flow, HairWorks, HBAO+, TXAA, VXGI 2, WaveWorks)https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
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0lento I compile your 4.21-flex,but get some error.
25>H:\Source\ue4_gameworks\UnrealEngine\Engine\Source\Editor\BehaviorTreeEditor\Private\DetailCustomizations\BlackboardSelectorDetails.cpp(173): error C4800: Implicit conversion from 'const wchar_t *' to bool. Possible information loss
25> H:\Source\ue4_gameworks\UnrealEngine\Engine\Source\Editor\BehaviorTreeEditor\Private\DetailCustomizations\BlackboardSelectorDetails.cpp(173): note: consider using explicit cast or comparison to nullptr to avoid this warning
25> [2/235] Module.DetailCustomizations.1_of_4.cpp
25>H:\Source\ue4_gameworks\UnrealEngine\Engine\Source\Runtime\Core\Public\Misc/Attribute.h(43): error C4800: Implicit conversion from 'const OtherType' to bool. Possible information loss
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xermao are those just intellisense errors? if so, it'll still compile fine. FleX changes don't touch behavior trees so you probably see the same warnings if you compile regular 4.21 as well.https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
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Hello. I'm new in GameWorks.
Why can't I get access to https://github.com/NvPhysX/UnrealEngine and https://github.com/0lento/UnrealEngine? I've lready linked my Epic Games and GitHub accounts. I also have already get Nvidea developer account.
I just need flex to my UE4 4.18 project...
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Originally posted by DeamonFroll View PostWhy can't I get access to https://github.com/NvPhysX/UnrealEngine and https://github.com/0lento/UnrealEngine? I've lready linked my Epic Games and GitHub accounts. I also have already get Nvidea developer account.
https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
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