how to build Houdini plugin in game work
Announcement
Collapse
No announcement yet.
NVIDIA GameWorks Integration
Collapse
X
-
Hello 0lento
We are creating a «TrinityMS» game using Unreal Engine 4.21 with GameWorks from you.
We met a problem that HairWorks reflect light from point light. The hair makes everything around it much lighter when there is a point light.
The problem doesn’t exist in UE4.19. But for creating the game we need to use UE 4.21 (or later) that makes hair to light.
Here is a video about this problem
https://trinityvideogame.com/TrinityMS-UE_4_21.mp4
Would appreciate greatly if you could help us to solve this problem.
Thank you
Comment
-
Hey, i have some troubles packaging the official 4.19.2 flex branch.
I've build it with VS2015, everything working smooth, but when i package it, it has some errors:
Code:[....] D:\Flex\UnrealEngine\Engine\Plugins\GameWorks\Flex\Source\Flex\Classes/FlexFluidSurfaceActor.h(11): error C2504: 'AInfo': base class undefined D:\Flex\UnrealEngine\Engine\Plugins\GameWorks\Flex\Source\Flex\Classes/FlexFluidSurfaceActor.h(12): error C3646: 'Super': unknown override specifier D:\Flex\UnrealEngine\Engine\Plugins\GameWorks\Flex\Source\Flex\Classes/FlexFluidSurfaceActor.h(12): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int D:\Flex\UnrealEngine\Engine\Plugins\GameWorks\Flex\Intermediate\Build\Win64\PW_TopLessBell\Inc\Flex\FlexFluidSurfaceActor.gen.cpp(63): error C2039: 'StaticConfigName': is not a member of 'AFlexFluidSurfaceActor' D:\Flex\UnrealEngine\Engine\Plugins\GameWorks\Flex\Source\Flex\Classes/FlexFluidSurfaceActor.h(10): note: see declaration of 'AFlexFluidSurfaceActor' D:\Flex\UnrealEngine\Engine\Plugins\GameWorks\Flex\Intermediate\Build\Win64\PW_TopLessBell\Inc\Flex\FlexFluidSurfaceActor.gen.cpp(63): error C3861: 'StaticConfigName': identifier not found D:\Flex\UnrealEngine\Engine\Plugins\GameWorks\Flex\Intermediate\Build\Win64\PW_TopLessBell\Inc\Flex\FlexFluidSurfaceActor.gen.cpp(63): error C2039: 'AddReferencedObjects': is not a member of 'AFlexFluidSurfaceActor' D:\Flex\UnrealEngine\Engine\Plugins\GameWorks\Flex\Source\Flex\Classes/FlexFluidSurfaceActor.h(10): note: see declaration of 'AFlexFluidSurfaceActor' D:\Flex\UnrealEngine\Engine\Plugins\GameWorks\Flex\Intermediate\Build\Win64\PW_TopLessBell\Inc\Flex\FlexFluidSurfaceActor.gen.cpp(63): error C2065: 'AddReferencedObjects': undeclared identifier D:\Flex\UnrealEngine\Engine\Plugins\GameWorks\Flex\Intermediate\Build\Win64\PW_TopLessBell\Inc\Flex\FlexFluidSurfaceActor.gen.cpp(63): error C3083: 'Super': the symbol to the left of a '::' must be a type D:\Flex\UnrealEngine\Engine\Plugins\GameWorks\Flex\Intermediate\Build\Win64\PW_TopLessBell\Inc\Flex\FlexFluidSurfaceActor.gen.cpp(63): error C3083: 'WithinClass': the symbol to the left of a '::' must be a type D:\Flex\UnrealEngine\Engine\Plugins\GameWorks\Flex\Intermediate\Build\Win64\PW_TopLessBell\Inc\Flex\FlexFluidSurfaceActor.gen.cpp(65): error C2614: 'AFlexFluidSurfaceActor': illegal member initialization: 'Super' is not a base or member [....] D:\Flex\UnrealEngine\Engine\Source\Runtime\Engine\Private\Materials\MaterialExpressions.cpp(2548): warning C4996: 'UEnum::GetEnumName': GetEnumName is deprecated, call GetNameStringByIndex instead Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. D:\Flex\UnrealEngine\Engine\Source\Runtime\CoreUObject\Public\UObject/Class.h(1808): note: see declaration of 'UEnum::GetEnumName' [....] ERROR: UBT ERROR: Failed to produce item: D:\Flex\UnrealEngine\Engine\Plugins\GameWorks\Flex\Binaries\Win64\PW_TopLessBell-Flex-Win64-Shipping.lib
Or is there a stable Version (maybe 0lentos) that allows to package the game without modification?
I couldn't build 0lentos version on the first try, i think it's because of my VS2015,2017,2019 mishmash. 2015 and 2019 are working, but 2017 seems to be very buggy.....
If it should work, I'll do everything I can to migrate to a better version, but atm I'm not sure about it... help pls
Comment
-
Originally posted by TankbusterGames View PostHey, i have some troubles packaging the official 4.19.2 flex branch.
I've build it with VS2015, everything working smooth, but when i package it, it has some errors
https://github.com/0lento/UnrealEngi...PR-FleX-4.19.2
Actual PR here: https://github.com/NvPhysX/UnrealEngine/pull/523
Basically you can just use that PR-FleX-4.19.2 branch as is, it only contains UE 4.19.2 and Nvidia FleX or alternatively copy the fixes over manually, all changes are in 3 commits.https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
- 1 like
Comment
-
Originally posted by TrinityMS View PostWe met a problem that HairWorks reflect light from point light. The hair makes everything around it much lighter when there is a point light.
The problem doesn’t exist in UE4.19. But for creating the game we need to use UE 4.21 (or later) that makes hair to light.I didn't make the HairWorks port initially myself so I have to recheck the changes to see what could have possibly made the difference. Is this simple to repro using stock hairworks samples?
https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
Comment
-
Originally posted by 0lento View PostThat looks alarmingI didn't make the HairWorks port initially myself so I have to recheck the changes to see what could have possibly made the difference. Is this simple to repro using stock hairworks samples?
Thank you so much!
Comment
-
@0lento: Compie Gamework 4.21 + Wavework with TrueSky Plugin give me this error, i tried it with source build 4.21.2 from epic games and it can complie,
How can I fix it?? If you can let me know, thank you!
Code:2> [1/1] UE4Editor-TrueSkyPlugin.dll 2> Creating library K:\UnrealEngine-4.21 (2)\Engine\Plugins\TrueSkyPlugin\Intermediate\Build\Win64\UE4Editor\Development\TrueSkyPlugin\UE4Editor-TrueSkyPlugin.suppressed.lib and object K:\UnrealEngine-4.21 (2)\Engine\Plugins\TrueSkyPlugin\Intermediate\Build\Win64\UE4Editor\Development\TrueSkyPlugin\UE4Editor-TrueSkyPlugin.suppressed.exp 2>Module.TrueSkyPlugin.cpp.obj : error LNK2019: unresolved external symbol "public: void __cdecl FD3D12CommandListHandle::AddUAVBarrier(class FD3D12Resource *)" (?AddUAVBarrier@FD3D12CommandListHandle@@QEAAXPEAVFD3D12Resource@@@Z) referenced in function "public: static void __cdecl FD3D12DynamicRHI::TransitionResourceWithTracking(class FD3D12CommandListHandle &,class FD3D12Resource *,enum D3D12_RESOURCE_STATES,unsigned int)" (?TransitionResourceWithTracking@FD3D12DynamicRHI@@SAXAEAVFD3D12CommandListHandle@@PEAVFD3D12Resource@@W4D3D12_RESOURCE_STATES@@I@Z) 2>K:\UnrealEngine-4.21 (2)\Engine\Plugins\TrueSkyPlugin\Binaries\Win64\UE4Editor-TrueSkyPlugin.dll : fatal error LNK1120: 1 unresolved externals 2>UnrealBuildTool : error : UBT ERROR: Failed to produce item: K:\UnrealEngine-4.21 (2)\Engine\Plugins\TrueSkyPlugin\Binaries\Win64\UE4Editor-TrueSkyPlugin.dll 2> (see ../Programs/UnrealBuildTool/Log.txt for full exception trace) 2>Total build time: 73.57 seconds (Parallel executor: 0.00 seconds) 2>C:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command "..\..\Build\BatchFiles\Build.bat UE4Editor Win64 Development -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command. 2>Done building project "UE4.vcxproj" -- FAILED.
Last edited by WindyStrife; 10-02-2019, 03:43 PM.Nvidia GameWorks builds | 4.18.3 : Flex, Flow, VXGI, Blast, HairWorks, Volumetric Light, WaveWorks - Here
Comment
-
WindyStrife I don't think I have active access to TrueSky anymore but step one in trying to solve that would be to see where this function actually is now:
Code:error LNK2019: unresolved external symbol "public: void __cdecl FD3D12CommandListHandle::AddUAVBarrier(class FD3D12Resource *)"
https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
Comment
-
Originally posted by n00854180t View Post0lento - I've got a very basic merge of HairWorks into 4.23, it needs some more massaging particularly in terms of replacing calls to SetRenderTarget with BeginRenderPass/EndRenderPass and maybe a couple of other things before it'll start compiling all the way. Are you interested in taking a look if I set it up on a github branch? We can probably look at xoyojank's Flex 4.22 to get some ideas there.
Maybe collaborate on it.
Have you made any progress? I have a project using hairworks on 4.21 and would love to update it!
Comment
-
I know that we can use the GameWorks branches in commercial games, but I'm wondering about attribution and licensing fees/royalties. I am a developer, but going out on my own now. With all of the different licenses and such involved, what must I know so that I am compliant when I reveal, advertise, raise funds for, and release, etc.. my game? Thanks in advance.
Posted this in the issues list on github, but though maybe it's more appropriate to ask here.
Comment
-
where is compile source of hairworks 4.23 or 4.24 official because epic give shave plugin for hairworks this https://github.com/EpicGames/Shave-And-A-Haircut
Comment
-
Originally posted by LewisH999I have about 75 to 100 errors while building UE4 with Nvidia Physx Flex.
There's also 4.21 port here: https://github.com/0lento/UnrealEngine/tree/4.21-FleX (credit to trashbyte for the 4.21 fixes).https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
- 1 like
Comment
Comment