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  • replied
    Jerry.Richards I am very interested on your findings, I am using blast on 4.20 and I want to explore more. keep your progress here please! thanks

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  • replied
    Ideally it would be nice to be able to use UBlastMesh on a skeletalmesh. You cannot right-mouse click on a SkeletalMesh and create a BlastMesh from it.
    Funny, though, UBlastMesh makes use of USkeletalMesh, USkeleton, and UPhysicsAsset:

    Code:
    UPROPERTY(Instanced)
    USkeletalMesh* Mesh;
    
    UPROPERTY(Instanced)
    USkeleton* Skeleton;
    
    /* The physics asset to use for this blast mesh */
    UPROPERTY(Instanced)
    UPhysicsAsset* PhysicsAsset;
    This a modification I'm going to try if it hasn't been done already.

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  • replied
    Thanks, I've made those changes.
    Are you able to package the Blast Sample (shipping configuration)?
    When I try to do so the build crashes. I haven't fully debugged why yet though. The build crashes in ActionGraph::ExecuteActions (I believe).

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  • replied
    For more realistic results with Blast, I recommend setting depenetration velocity to a value around 0.5-1.0, enabling Temporal Gauss Solver & Stabilization in physics settings.

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  • replied
    dyanikoglu - thank you for making your repository available.

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  • replied
    Thank you dyanikoglu I found the sample in the NVIDIA Blast plugin: https://github.com/NvPhysX/UnrealEngine/tree/Blast-4.20

    And I was able to play it using your repo

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  • replied
    [QUOTE=samrat333;n1762891]
    Originally posted by dyanikoglu View Post
    PhysX 4.1 + Nvidia Blast plugin bundled together with Unreal Engine 4.25

    can you merge hairworks in 4.25 ? dyanikoglu
    I think you won't see an updated version of hairworks in the near future, it's "dead" for Unreal ecosystem. I recommend playing around with Epic's new strands hair system, based on Chaos & Niagara. It's way more promising.

    Leave a comment:


  • replied
    Originally posted by Kafumanto View Post

    I saw your branch "4.25-PhysX4", looking at the commits it seems very clean. Do you know of any regression/issues with the other features of the engine (tools, animations, ...)?

    Have you thought sending it as a Pull Request to Epic?
    Nope, no issues so far. I can say it's way more stable than PhysX 3.4. Temporal Gauss Seidel solver is awesome.

    I'm not planning to open a PR soon, it's kinda pointless, Epic is working on Chaos, and has no interest on PhysX anymore. Also, my branch doesn't have proper support for other platforms except Win64. I need to sort out that first.

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  • replied
    Originally posted by Jerry.Richards View Post
    dyanikoglu are you able to share your demo scene?
    Sure, I have it packed in my computer, I can share it tomorrow. (It's originally from Nvphysx GitHub repository, but I made it compatible with 4.25)

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  • replied
    dyanikoglu are you able to share your demo scene?

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  • replied
    Originally posted by dyanikoglu View Post
    PhysX 4.1 + Nvidia Blast plugin bundled together with Unreal Engine 4.25

    https://github.com/dyanikoglu/Unreal...5-PhysX4+Blast

    Everything works without any problem so far, also you can change solver type from physics settings to PhysX 4's Temporal Gauss Solver. I remember blast was having a terrible performance with PhysX 3.4, but I'm able to maintain solid 120fps with lots of destruction going on with PhysX 4.1 at the moment.



    Note: You need to build PhysX binaries from ThirdParty/PhysX4/BuildProfile_Win64.bat, and you need Visual Studio 2019 as compiler/toolset to do that. Tested only on Windows.
    I saw your branch "4.25-PhysX4", looking at the commits it seems very clean. Do you know of any regression/issues with the other features of the engine (tools, animations, ...)?

    Have you thought sending it as a Pull Request to Epic?

    Leave a comment:


  • replied
    [QUOTE=dyanikoglu;n1762847]PhysX 4.1 + Nvidia Blast plugin bundled together with Unreal Engine 4.25

    can you merge hairworks in 4.25 ? dyanikoglu

    Leave a comment:


  • replied
    PhysX 4.1 + Nvidia Blast plugin bundled together with Unreal Engine 4.25

    https://github.com/dyanikoglu/Unreal...5-PhysX4+Blast

    Everything works without any problem so far, also you can change solver type from physics settings to PhysX 4's Temporal Gauss Solver. I remember blast was having a terrible performance with PhysX 3.4, but I'm able to maintain solid 120fps with lots of destruction going on with PhysX 4.1 at the moment.



    Note: You need to build PhysX binaries from ThirdParty/PhysX4/BuildProfile_Win64.bat, and you need Visual Studio 2019 as compiler/toolset to do that. Tested only on Windows.
    Last edited by dyanikoglu; 05-17-2020, 07:14 PM.

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  • replied
    I'll be joining the club of waiting for updated Gameworks integrations into Unreal, specifically WaveWorks, however, since WaveWorks 2.0 is announced I'd say they're going to take that technology and port it to newer releases of Unreal.

    I was curious as to what we could expect, but all I could find was an interview with the developers of Atlas, the 3 things you should know article, and the info page about WaveWorks by NVIDIA themselves. ETA was soon back in early 2019, with no more information as of yet that I could find. Does anyone have more information on this? Looking to use WaveWorks in UE4 4.23 / 4.24 / 4.25...

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  • replied
    hi olento how to merge houdini engine plugin in your 4.21 gameworks branch we tried many time but not work but 4.21 normal branch work fine

    please merge https://github.com/sideeffects/Houdi...8.0-Unreal4.21 in gameworks 4.21
    Last edited by samrat333; 05-07-2020, 02:40 AM.

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