Announcement

Collapse
No announcement yet.

NVIDIA GameWorks Integration

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Just in case. I had also custom non GameWorks build on VS2019, and the Soul: Cave was running just fine.
    Currently Installing 2017, will see how it will react
    Last edited by CRYOMEN; 07-04-2019, 01:08 PM.

    Leave a comment:


  • replied
    Originally posted by 0lento View Post
    This works fine for me. Are you building this on VS2017? VS2015 builds are super unstable on 4.20+ so if you use that, it could be one reason.
    I am building on VS2019. It builds pretty well, but I had to make a few changes:
    1. VCToolChain.cs got extra lines at line #463
      Arguments.Add("/wd4800");
      Arguments.Add("/wd5038");
    2. One of GameWorks files was complaining on std::string, so I had to add <string> into that file
    Thank you for your help

    Leave a comment:


  • replied
    VS2015 builds are super unstable on 4.20+
    With 15.8 and before the 2017 is also producing bad code and the editor can random crash. So it's better to use 15.9+ (update the vs) and clean build the solution.

    Leave a comment:


  • replied
    Originally posted by CRYOMEN View Post
    The steps as below:
    1. Create a new project
    2. In the EPIC launcher add Soul: Cave into project. Select version as 4.21
    3. In the new project open Soul: Cave map
    4. At this point it will crash
    This works fine for me. Are you building this on VS2017? VS2015 builds are super unstable on 4.20+ so if you use that, it could be one reason.

    Leave a comment:


  • replied
    Originally posted by 0lento View Post
    Also, have you used the branch with or without WaveWorks? The branch I'm testing with now doesn't have WaveWorks.
    Hmm, that's weird. I tested these in both with and without WaveWorks branches. I am running this on Windows 10. GameWorks test projects are running just fine.

    The steps as below:
    1. Create a new project
    2. In the EPIC launcher add Soul: Cave into project. Select version as 4.21
    3. In the new project open Soul: Cave map
    4. At this point it will crash
    Last edited by CRYOMEN; 07-03-2019, 03:11 PM.

    Leave a comment:


  • replied
    Originally posted by CRYOMEN View Post
    Just in case Soul City and Soul Cave are available for free at Marketplace, so it will be easy to reproduce.
    Can you give more specific repro instructions? Just to make sure, you are running this on Windows, right? (Windows is requirement for GameWorks itself)

    I just did fresh build for my 4.21-GameWorks and opened Soul: Cave with it. It worked fine in the editor without errors (I also opened all included maps with it just to make sure it's not some specific level that triggers the error). It also worked fine when I packaged it with Shipping & 64-bit conf and ran the result in standalone so there's not much I can do from my end unless you can give more specific repro case I'm afraid :/

    edit: I originally opened Soul: Cave as a blueprint project. I now also tested Soul: City with c++ project as well but it works fine on my end too, all levels load up fine. Both tested on my 4.21.2 GameWorks branch.

    Also, have you used the branch with or without WaveWorks? The branch I'm testing with now doesn't have WaveWorks.
    Last edited by 0lento; 06-30-2019, 04:29 PM.

    Leave a comment:


  • replied
    Originally posted by 0lento View Post
    You sure this is specific to the GW branch? Can you check if you get that same error on stock UE 4.21.2?
    Thank you 0lento

    Good question. I checked this in UE 4.21.2 from the stock, and it seems okay. All three (Character Interaction, Soul City, Soul Cave) passed the load test.
    Also I had non GW custom build of UE 4.21, it worked fine too.

    Just in case Soul City and Soul Cave are available for free at Marketplace, so it will be easy to reproduce.

    Leave a comment:


  • replied
    Originally posted by Stanisgrox View Post
    Hello. I faced with problem that I can't access to gameworks repository after linking GitHub and Epic accounts 1 week ago.
    You have to be logged into that github account you linked to see the ue4 repos.

    Leave a comment:


  • replied
    Originally posted by CRYOMEN View Post
    Does anybody had problem with 0lento GameWorks builds?

    This crashing every time I am opening large projects like Character Interaction, or maps from Soul: City, Soul: Cave.

    Showing message: Array index out of bounds
    You sure this is specific to the GW branch? Can you check if you get that same error on stock UE 4.21.2?

    Leave a comment:


  • replied
    Hey guys,

    Does anybody had problem with 0lento GameWorks builds?

    This crashing every time I am opening large projects like Character Interaction, or maps from Soul: City, Soul: Cave.

    Showing message: Array index out of bounds
    Attached Files

    Leave a comment:


  • replied
    Hello. I faced with problem that I can't access to gameworks repository after linking GitHub and Epic accounts 1 week ago.

    Leave a comment:


  • replied
    I figured there would be a more efficient way, but i guess making line traces should work, I just wanted to use there existing traces. But Thanks guys.

    Leave a comment:


  • replied
    That offroad vehicle demo in the learn tab has the code for it.

    Leave a comment:


  • replied
    Originally posted by porckchop View Post
    Hey Olento can you tell me how to get wheel hit results from ue4's wheeled vehicle wheels thru a c++ function library, like maybe a code snippet or something? I want to get surface material and at track and particle effects to it without additional traces. I mean if you can.
    I don't know if that's exposed, I also don't use wheeled vehicles, I'd start by checking the classes if they expose the hits but I doubt they do. You can just do linetraces yourself per wheel etc.

    Leave a comment:


  • replied
    Hey Olento can you tell me how to get wheel hit results from ue4's wheeled vehicle wheels thru a c++ function library, like maybe a code snippet or something? I want to get surface material and at track and particle effects to it without additional traces. I mean if you can.

    Leave a comment:

Working...
X