Made a mini update on with a 4.20 GameWorks merge:
https://github.com/0lento/UnrealEngi...4.20-GameWorks
It currently contains UE 4.20.1, Blast and Flow.
Worth noting that I did make a bit hacky fix for Flow's DX12 support, 4.20 added GPU indices on DX12 and I didn't really want to spend too much time figuring out what Flow's renderer code does there so I just made the thing use only first gpu index there, this may potentially break things so I don't suggest to try this fork with DX12 enabled.
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SRain1920 repliedOriginally posted by Graczdari View PostHello Everyone!
Is there anyone who has a ready integration of Unreal Engine 4 with GameWorks and TrueSky? Alternatively, can somebody help with integration? Thanx
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Lotion Player repliedHey all, I've tried compiling in the past and had the same issue. Reinstalled Visual Studio 2017 and it's still happening.
Any idea?
1>------ Build started: Project: ShaderCompileWorker, Configuration: Development_Program x64 ------
1>Creating makefile for ShaderCompileWorker (no existing makefile)
1>Performing full C++ include scan (no include cache file)
1>UnrealBuildTool : error : Could not find definition for module 'PacketHandler' (referenced via Target -> ShaderCompileWorker.Build.cs -> TargetPlatform.Build.cs)
1>D:\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command "..\..\Build\BatchFiles\Build.bat ShaderCompileWorker Win64 Development -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
1>Done building project "ShaderCompileWorker.vcxproj" -- FAILED.
2>------ Build started: Project: UE4, Configuration: Development_Editor x64 ------
2>Creating makefile for UE4Editor (no existing makefile)
2>Performing full C++ include scan (no include cache file)
2>UnrealBuildTool : error : Could not find definition for module 'PacketHandler' (referenced via Target -> Launch.Build.cs -> Engine.Build.cs)
2>D:\Microsoft Visual Studio\2017\Community\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.
========== Build: 0 succeeded, 2 failed, 1 up-to-date, 0 skipped ==========
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AwYeaGirl repliedOriginally posted by 0lento View PostJust look around this threads latest pages, there are multiple forks for 4.19 from people hereAlso how to merge things yourself has been covered quite few times, basically you need to learn how to use git and it's mergetools (and probably want to use some 3rd party merge tool for easier merging).
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0lento repliedI just pushed Nvidia Blast (1.1.3) into my 4.20 physics branch: https://github.com/0lento/UnrealEngi...e/4.20-Physics
This branch contains option for fixed timestepped physics (with interpolation) and Blast. I won't add more tech to this branch, just felt Blast suited that branch as it's physics related.Last edited by 0lento; 03-11-2019, 10:15 AM.
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0lento repliedOriginally posted by Klikard View Post0lento Your 4.19 branch works like a charm currently no errors except wmf media but not really a problem. But i was wondering which tech is included in: https://github.com/0lento/UnrealEngi...e/4.20-Physics Thank you for your time manOriginally posted by Derjyn View PostI believe that branch is similar to his 4.19-Physics branch, which "adds support for PhysX contact modifications and fixed timestepping for PhysX". The 4.19-Physics-GW branch adds that and the GameWorks magick. We can only assume he'll do the same with 4.20!
Also, the wmf media error should be fixed on the latest version of the 4.19-GameWorks repo(it also wasn't really an issue related to my GameWorks merge only, same happens on official 4.19.2 afaik, I pulled the fix from 4.20 for this particular issue).
Last edited by 0lento; 07-26-2018, 04:43 AM.
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0lento repliedOriginally posted by AwYeaGirl View PostDoes anyone know how to integrate GameWorks into a single engine so I'm not switching between multiple builds?Also how to merge things yourself has been covered quite few times, basically you need to learn how to use git and it's mergetools (and probably want to use some 3rd party merge tool for easier merging).
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AwYeaGirl repliedDoes anyone know how to integrate GameWorks into a single engine so I'm not switching between multiple builds?
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0lento repliedOriginally posted by 最后的馒头 View Post
Hello, may I ask when the 4.20 integrated version of GameWorks will be launched? 4.20 it seems that there are a lot of great new features that people want to try very much, but I've been waiting for the 4.20 of the Gameworks integration version, and I'm looking forward to the 4.20 integration you can make early! O O
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Leo Rakes repliedOriginally posted by 0lento View PostTo access any UE4 fork, you need to link your github account with your epic/ue4 account (just like you had to link your github account with nvidia to get access to NVIDAGameWorks).
Instructions here: https://www.unrealengine.com/en-US/ue4-on-github
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Graczdari repliedHello Everyone!
Is there anyone who has a ready integration of Unreal Engine 4 with GameWorks and TrueSky? Alternatively, can somebody help with integration? Thanx
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Derjyn repliedOriginally posted by Klikard View Post0lento Your 4.19 branch works like a charm currently no errors except wmf media but not really a problem. But i was wondering which tech is included in: https://github.com/0lento/UnrealEngi...e/4.20-Physics Thank you for your time man
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Klikard replied0lento Your 4.19 branch works like a charm currently no errors except wmf media but not really a problem. But i was wondering which tech is included in: https://github.com/0lento/UnrealEngi...e/4.20-Physics Thank you for your time man
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Subtect replied@ 3dlight -- can you confirm that your VXGI is showing up in your video captures? I'm trying to troubleshoot, and so far I don't know if this is a common problem or specific to my install...
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Jak Carver repliedBackstory:
We're a small indie team of game devs working on our first independent game. The tech we're using is UE4.19 with VXGI2.0 (https://github.com/NvPhysX/UnrealEngine/tree/VXGI2-4.19)
Issue:
In order to make it easier for our designers and artists (which aren't technical) to work with the engine, I'm building a binary version of the editor so they can sync it from P4 and not have to compile the engine (most have never even heard of Visual Studio).
I built a binary version of the engine, which built successfully with no errors or warnings.
However, when I open the editor it immediately crashes, spitting out the following error, that from what I can tell, is happening because of VXGI:
(if anyone has any info it would be extremely helpful, this one is a big production blocker right now)
LoginId:f7f8170d492b29bc6c4aa180f5afe7f6
EpicAccountId:9d933abc05984983ac8ca826e16025d9
Assertion failed: VXGIDLLHandle [File:G:\EDN_P4V\UE4_Github\UnrealEngine\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformMisc.cpp] [Line: 2644]
UE4Editor_Core!FDebug::AssertFailed() [g:\edn_p4v\ue4_github\unrealengine\engine\source\runtime\core\private\misc\assertionmacros.cpp:419]
UE4Editor_Core!FWindowsPlatformMisc::LoadVxgiModule() [g:\edn_p4v\ue4_github\unrealengine\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:2645]
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::LoadPreInitModules() [g:\edn_p4v\ue4_github\unrealengine\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:38]
UE4Editor!FEngineLoop::LoadPreInitModules() [g:\edn_p4v\ue4_github\unrealengine\engine\source\runtime\launch\private\launchengineloop.cpp:2419]
UE4Editor!FEngineLoop::PreInit() [g:\edn_p4v\ue4_github\unrealengine\engine\source\runtime\launch\private\launchengineloop.cpp:1499]
UE4Editor!GuardedMain() [g:\edn_p4v\ue4_github\unrealengine\engine\source\runtime\launch\private\launch.cpp:127]
UE4Editor!GuardedMainWrapper() [g:\edn_p4v\ue4_github\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:144]
UE4Editor!WinMain() [g:\edn_p4v\ue4_github\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:223]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll
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