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  • replied
    Originally posted by samrat333 View Post
    any person update hairworks in 4.24
    If it doesn't have to be HairWorks specifically, have you tried TressFX? https://forums.unrealengine.com/deve...se-open-source
    I think their version is based on 4.23 atm.

    Leave a comment:


  • replied
    any person update hairworks in 4.24

    Leave a comment:


  • replied
    Originally posted by WindyStrife View Post
    @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.
    WindyStrife - Did you find a workaround ?

    Leave a comment:


  • replied
    Originally posted by scha View Post
    Is there any news about Physx4 in UE4?
    Btw, tried the isaac sim mentioned above, it comes with PhysX 4 instead of 3. So I built the engine (without the demo itself) and changed the solver to the new TGS solver, and it works.
    Well, it's kinda unstable, but it solves constraints much better at first glance

    Check the video here:

    https://twitter.com/games_inu/status...46388760207360

    Leave a comment:


  • replied
    Is there any news about Physx4 in UE4?

    Leave a comment:


  • replied
    Originally posted by LewisH999
    I have about 75 to 100 errors while building UE4 with Nvidia Physx Flex.
    Can you try my branch? https://github.com/0lento/UnrealEngi...PR-FleX-4.19.2. This branch used to build fine with VS2017 and has build fixes that are not present in the NvPhysX's branch. I made a PR for the fixes but Nvidia ignored it this time around (they accepted some similar PR I sent earlier), I'm guessing relevant people are just not following the PR's at all.

    There's also 4.21 port here: https://github.com/0lento/UnrealEngine/tree/4.21-FleX (credit to trashbyte for the 4.21 fixes).

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    Originally posted by upstream99 View Post
    Is there a way to make HairWorks work in UE 4.22 or UE 4.23?
    i'm interested in 4.23 build too :\

    Leave a comment:


  • replied
    Is there a way to make HairWorks work in UE 4.22 or UE 4.23?

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    Originally posted by n00854180t View Post
    0lento - 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.
    So it is possible!

    Have you made any progress? I have a project using hairworks on 4.21 and would love to update it!

    Leave a comment:


  • replied
    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 *)"

    Leave a comment:


  • replied
    Originally posted by 0lento View Post
    Is this simple to repro using stock hairworks samples?
    Yes.
    I checked. This problem with stock hairworks samples too.

    We really hope for your help.
    Thank you so much.

    Leave a comment:


  • replied
    @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.

    Leave a comment:


  • replied
    Originally posted by 0lento View Post
    That looks alarming 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?
    Today I will check the standard hairstyles. I will write here later.
    Thank you so much!

    Leave a comment:

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