Is it possible to use Flex with the latest version of UE4(4.25.4)?
I compiled Flex and it uses the compiled version of UE4(4.19), I would like to work with Flex in the latest version of UE4.
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GGUMINGUUU repliedHi there, I am trying to create a custom built of Unreal Engine for my Studio and I want Gameworks Plugin to be installed there. I have downloaded Gameworks for ue 4.21 and I see there are plugin folders there containing Gameworks features. If I generate Visual Studio files from there and then rebuild it, will it install??
Anyone can help me on this issue and also I am willing to pay for the job done
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formatc2013 repliedOriginally posted by Jerry.Richards View Postformatc2013 Actually, at the moment I am working on my own editor and game engine. Basically creating a product to compete with 3dsMax/Maya and UE4/5. I am offering my help since this is somewhat fresh on my mind, and it makes use of NVidia codebase (I love NVidia and have used their products for years). I cannot spend too much time on it but if it is something that you will use then I'll take a quick stab at it. . . but offer no promises. Some of the bugs can take hours to track down.
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Jerry.Richards repliedformatc2013 Actually, at the moment I am working on my own editor and game engine. Basically creating a product to compete with 3dsMax/Maya and UE4/5. I am offering my help since this is somewhat fresh on my mind, and it makes use of NVidia codebase (I love NVidia and have used their products for years). I cannot spend too much time on it but if it is something that you will use then I'll take a quick stab at it. . . but offer no promises. Some of the bugs can take hours to track down.
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formatc2013 repliedIt's ok for now, I am just experimenting, but please let me know if it's ready!
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Jerry.Richards repliedformatc2013 IIRC, Debug packaging was the only version that worked for me. I did run into the same issue you are seeing. This is from memory and I would have to verify it. If you are planning on releasing from this branch I can invest some time to see if I can resolve the issue(s) but there are no guarantees.
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formatc2013 repliedJerry.Richards
Just wondering if the build process is going ok for you.
My one gets stuck just after it tries to compile the Blast module.
I am getting these errors on packaging.
HTML Code:UATHelper: Packaging (Windows (64-bit)): ********** BUILD COMMAND STARTED ********** UATHelper: Packaging (Windows (64-bit)): Running: F:\UnirealEngine-Blast-PhysX\Engine\Binaries\DotNET\UnrealBuildTool.exe UnrealPak Win64 Development -NoUBTMakefiles -Manifest=F:\UnirealEngine-Blast-PhysX\Engine\Intermediate\Build\Manifest.xml -NoHotReload -log="F:\UnirealEngine-Blast-PhysX\Engine\Programs\AutomationTool\Saved\Logs\UBT-UnrealPak-Win64-Deve lopment.txt" UATHelper: Packaging (Windows (64-bit)): Using 'git status' to determine working set for adaptive non-unity build (F:\UnirealEngine-Blast-PhysX). UATHelper: Packaging (Windows (64-bit)): Waiting for 'git status' command to complete UATHelper: Packaging (Windows (64-bit)): Terminating git child process due to timeout UATHelper: Packaging (Windows (64-bit)): Writing manifest to F:\UnirealEngine-Blast-PhysX\Engine\Intermediate\Build\Manifest.xml UATHelper: Packaging (Windows (64-bit)): Target is up to date UATHelper: Packaging (Windows (64-bit)): Total execution time: 55.58 seconds UATHelper: Packaging (Windows (64-bit)): Took 56.0370361s to run UnrealBuildTool.exe, ExitCode=0 UATHelper: Packaging (Windows (64-bit)): Running: F:\UnirealEngine-Blast-PhysX\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win64 Development -NoUBTMakefiles -remoteini="F:\Storage\works\Unreal projects\POLYGON_Fantasy_Kingdom_Unreal_Project_4_22\PolygonKingdom" -skipdeploy -Manifest=F:\UnirealEngine-Blast-PhysX\Engine\Intermediate\Build\Manifest.xml -NoHotReload -log="F:\UnirealEngine-Blast-PhysX\Engine\Programs\AutomationTool\Saved\Logs\UBT-UE4Game-Win64-Development.txt" UATHelper: Packaging (Windows (64-bit)): Using 'git status' to determine working set for adaptive non-unity build (F:\UnirealEngine-Blast-PhysX). UATHelper: Packaging (Windows (64-bit)): Writing manifest to F:\UnirealEngine-Blast-PhysX\Engine\Intermediate\Build\Manifest.xml UATHelper: Packaging (Windows (64-bit)): Building UE4Game... UATHelper: Packaging (Windows (64-bit)): Using Visual Studio 2019 14.26.28806 toolchain (H:\vs\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10). UATHelper: Packaging (Windows (64-bit)): Building 3 actions with 8 processes... LogSlate: Took 0.047093 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/DroidSansMono.ttf' (77K) UATHelper: Packaging (Windows (64-bit)): [1/3] Module.Blast.cpp UATHelper: Packaging (Windows (64-bit)): F:/UnirealEngine-Blast-PhysX/Engine/Plugins/GameWorks/Blast/Source/Blast/Private/BlastMesh.cpp(66): error C2039: 'bForceRebuildOnCache': is not a member of 'USkeletalMesh' UATHelper: Packaging (Windows (64-bit)): F:\UnirealEngine-Blast-PhysX\Engine\Source\Runtime\Engine\Public\Rendering/SkeletalMeshRenderData.h(10): note: see declaration of 'USkeletalMesh' UATHelper: Packaging (Windows (64-bit)): Took 338.898068s to run UnrealBuildTool.exe, ExitCode=6 UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (F:\UnirealEngine-Blast-PhysX\Engine\Programs\AutomationTool\Saved\Logs\UBT-UE4Game-Win64-Development.txt) UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6) UATHelper: Packaging (Windows (64-bit)): BUILD FAILED PackagingResults: Error: Unknown Error
And the one in the attachment.
Anyone run into these?Attached Files
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formatc2013 repliedOriginally posted by Jerry.Richards View PostNot sure that this will help with what you are encountering but. . . I believe Visual Studio command prompt will set the path and environment variables that may be of help.
Code:PATH=%PATH%;etc. . . SET KEY=VALUE SET KEY=VALUE
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Jerry.Richards repliedNot sure that this will help with what you are encountering but. . . I believe Visual Studio command prompt will set the path and environment variables that may be of help.
Code:PATH=%PATH%;etc. . . SET KEY=VALUE SET KEY=VALUE
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formatc2013 repliedOriginally posted by Jerry.Richards View Postformatc2013 Are you running this from within the VS2019 command prompt?
Are you following the below steps?
1. Open VS2019 Command Prompt
2. git clone https://github.com/dyanikoglu/UnrealEngine.git
3. cd UnrealEngine
4. Setup.bat
5. cd Engine\Source\ThirdParty\PhysX4
6. BuildProfile_Win64.bat
7. cd ../../../..
8. GenerateProjectFiles.bat
Of course if you are failing at step 6 then it is of no value to continue on.
Would you please capture the complete log, if you can, to a text file and attach it to your reply.
Note that you do not need the .git on the URL or the .bat filename extensions but I left them there for posterity sake.
AFK at the moment, once back at my workstation, I'll try doing all in VS cmd.
Just wondering how is running it from the VS command line different from just running it using the icons or any other command line?Last edited by formatc2013; 08-21-2020, 04:39 AM.
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Jerry.Richards repliedformatc2013 Are you running this from within the VS2019 command prompt?
Are you following the below steps?
1. Open VS2019 Command Prompt
2. git clone https://github.com/dyanikoglu/UnrealEngine.git
3. cd UnrealEngine
4. Setup.bat
5. cd Engine\Source\ThirdParty\PhysX4
6. BuildProfile_Win64.bat
7. cd ../../../..
8. GenerateProjectFiles.bat
Of course if you are failing at step 6 then it is of no value to continue on.
Would you please capture the complete log, if you can, to a text file and attach it to your reply.
Note that you do not need the .git on the URL or the .bat filename extensions but I left them there for posterity sake.
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DarkS474 repliedOriginally posted by SteveElbows View PostEpic never made any commitment to these things becoming a proper part of UE4 and Nvidia look to have lost interest too. So in my book the sensible approach for future projects is to assume this stuff is dead, I'm certainly not basing a single future plan on any of these things, even though I was a fan of FleX and Flow. Obviously there are exceptions for certain project scenarios but its a world of pain trying to keep old versions up to date with modern UE4 versions so I'd rather give up at this stage.
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