# NVIDIA GameWorks Integration

**URL:** <https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686>\
**Category:** Asset Creation\
**Tags:** unreal-engine\
**Created:** [December 7, 2014, 7:11pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686 "2014-12-07T19:11:32Z")\
**Posts on this page:** 20\
**Page:** 205

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**Author:** ![script526](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@script526](https://forums.unrealengine.com/u/script526)\
**Post date:** [October 5, 2017, 4:27am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4275 "2017-10-05T04:27:19Z")

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Guys, I’m trying to add buoyancy to my ship in waveworks-4.16. But when I add the FloatingSphere component to the ship BP it starts float like a sphere (by the Z axis only). Is there a way to make ship floating in a realistic way? Maybe just to add like 4 FloatingSpheres and somehow set a location for each one (by default there is no way to set location).

Thanks for any help.

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**Author:** ![script526](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@script526](https://forums.unrealengine.com/u/script526)\
**Post date:** [October 7, 2017, 11:57pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4276 "2017-10-07T23:57:05Z")

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Anyone?! Please.

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**Author:** ![TX\_LOSER](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TX\_LOSER](https://forums.unrealengine.com/u/TX_LOSER)\
**Post date:** [October 8, 2017, 7:25am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4277 "2017-10-08T07:25:34Z")

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Anyone can help me how to resolve these conflicts？

warning: you may want to set your merge.renamelimit variable to at least 4538 and retry the command.  
UnrealEd/Public/UnrealEd.h  
CONFLICT (modify/delete): Engine/Shaders/MaterialTemplate.usf deleted in HEAD and modified in WaveWorks-4.16. Version WaveWorks-4.16 of Engine/Shaders/MaterialTemplate.usf left in tree.  
CONFLICT (modify/delete): Engine/Shaders/LocalVertexFactory.usf deleted in HEAD and modified in WaveWorks-4.16. Version WaveWorks-4.16 of Engine/Shaders/LocalVertexFactory.usf left in tree.  
CONFLICT (modify/delete): Engine/Shaders/Definitions.usf deleted in HEAD and modified in WaveWorks-4.16. Version WaveWorks-4.16 of Engine/Shaders/Definitions.usf left in tree.  
Automatic merge failed; fix conflicts and then commit the result.

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**Author:** ![Prince.TK](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/prince.tk/32/926635_2.png) [@Prince.TK](https://forums.unrealengine.com/u/Prince.TK)\
**Post date:** [October 12, 2017, 2:06pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4279 "2017-10-12T14:06:22Z")

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Is Nvidia GameWorks UE4 Branches compatible with iOS ?

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**Author:** ![EmblazonGames](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@EmblazonGames](https://forums.unrealengine.com/u/EmblazonGames)\
**Post date:** [October 13, 2017, 12:40pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4280 "2017-10-13T12:40:04Z")

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> [@.](#):
>
> Also i’m keeping branch up to date with latest Epic Game updates to 4.17.2 (it’s daily updates). You can update your build using GitBash, reproduce the update or grab the repo back to keep your version up to date with latest patch.
> 
> You can follow the updates : [https://github/MaximeDup/UnrealE…17.X-GameWorks](https://github/MaximeDup/UnrealEngine/commits/4.17.X-GameWorks)
> 
> easiest way (to me) is to install GitBash, then using it:
> 
> ```auto
> 
> cd [to a folder]
> git init
> git remote add originMax https://github/MaximeDup/UnrealEngine.git
> git pull originMax 4.17.X-GameWorks
> 
> ```
> 
> Then you’ll be able to grab all the latest update just downloading the small delta update patches using :  
> git pull originMax 4.17.X-GameWorks
> 
> edit: @IslandPlaya it appears there’s no VRWorks 4.17 branch

Is it possible for you to add WaveWorks to build?

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**Author:** ![envenger](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@envenger](https://forums.unrealengine.com/u/envenger)\
**Post date:** [October 18, 2017, 9:17am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4281 "2017-10-18T09:17:33Z")

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Hello everyone,

I wanted to know how is the VXGI support for SLI or NvLink.  
I initially used amazon’s g3.4x server that contains Nvdia’s M60 card and the frame was much lower then expected. I use a system with a single 1080 Ti and the my frame rate was double of M60 card.

Later I used amazons g3.16x server having 4 M60 cards and the performance was not better then a single M60 which leads to be believe the support of VXGI on M60 cards is very bad or VXGI is not supported with SLI or NvLink.

I was planning to buy dual Titan Xp or 1080 Ti to do my rendering tasks with VXGI but it looks like that might not work. Can any one confirm ?

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**Author:** ![WindyStrife](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@WindyStrife](https://forums.unrealengine.com/u/WindyStrife)\
**Post date:** [October 20, 2017, 9:40am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4282 "2017-10-20T09:40:46Z")

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> [@.](#):
>
> I’ve updated the GameWorks 4.17 merged branch with the latest update from the VXGI branch which are truly .  
> I suggest you check it out for yourself:  
> /commits/VXGI-4.17
> 
> There’s also a HBAO+ upgrade included.

@\*\*[.](https://forums.unrealengine/member/649466--): \*\*VolumetricLightning And VRWork updated for 4.17, hope see your update soon 😃

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**Author:** ![andrewl0](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@andrewl0](https://forums.unrealengine.com/u/andrewl0)\
**Post date:** [October 23, 2017, 3:47pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4283 "2017-10-23T15:47:24Z")

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I’m looking to use VRWorks SLI in a project, can anyone shed some light on the hardware requirements necessary to make use of .  
I understand that you need three Pascal based cards in SLI mode for VRWorks SLI to work, is correct? If so how should these cards be configured?  
I’m a little confused as the Nvidia docs seem to indicate that SLI for Pascal is only supported with two cards.

Many thanks,

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**Author:** ![MaximeDupart](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/maximedupart/32/1194606_2.png) [@MaximeDupart](https://forums.unrealengine.com/u/MaximeDupart)\
**Post date:** [October 23, 2017, 4:49pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4284 "2017-10-23T16:49:11Z")

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> [@WindyStrife](#):
>
> @\*\*[.](https://forums.unrealengine/member/649466--): \*\*VolumetricLightning And VRWork updated for 4.17, hope see your update soon 😃

I’ll look into updating the branch later today 😃 There’s also a VXGI update regarding SLI that i need to merge 😉

edit: i updated the VXGI part of the merged build for the latest SLI update. Unfortunately i tried to merge Volumetric Lightning 4.17 and the engine had issues generating the proper visual studio project of the engine afterward, i had to rollback the update.

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**Author:** ![gonzohot](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@gonzohot](https://forums.unrealengine.com/u/gonzohot)\
**Post date:** [October 26, 2017, 2:38pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4285 "2017-10-26T14:38:38Z")

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Hi and everybody that keep that discussion !

I have a problem with the “4.17.2 All in one” by :  
After downloading and deziping the file I run the setup.bat and generateprojectFiles.bat and everything seems ok except…  
I don’t have a ue4.sln generated so i can’t complile it inside VS2015.

Any ideas ?

I’ve succefully used other released but i’d like to have a 4.17.2 with VXGI (and all the other stuffs you’ve putted in !).

Thanks in advance for any tips !

Best regards !

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**Author:** ![MaximeDupart](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/maximedupart/32/1194606_2.png) [@MaximeDupart](https://forums.unrealengine.com/u/MaximeDupart)\
**Post date:** [October 27, 2017, 4:37pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4286 "2017-10-27T16:37:06Z")

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> [@gonzohot](#):
>
> Hi and everybody that keep that discussion !
> 
> I have a problem with the “4.17.2 All in one” by :  
> After downloading and deziping the file I run the setup.bat and generateprojectFiles.bat and everything seems ok except…  
> I don’t have a ue4.sln generated so i can’t complile it inside VS2015.
> 
> Any ideas ?
> 
> I’ve succefully used other released but i’d like to have a 4.17.2 with VXGI (and all the other stuffs you’ve putted in !).
> 
> Thanks in advance for any tips !
> 
> Best regards !

Ue4.sln not being generated was the i had after adding volumetric light ans before rolling back. Maybe you grabbed the source before i removed volimetric light, i’ll look into that.

I have just downloaded the source and successfully generated the ue4.sln file for VS2015.  
Please be sure not to overwrite the .dll files when asked to (setup.bat).  
You might have grab it during the couple hours it was corrupted.

**NB: Please, do not try to contact me on Facebook, i already had a couple people reaching out to me on it. I’d rather answer question in thread.**

Best,

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**Author:** ![anonymous\_user\_6fb9478c](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_6fb9478c](https://forums.unrealengine.com/u/anonymous_user_6fb9478c)\
**Post date:** [October 29, 2017, 2:56am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4288 "2017-10-29T02:56:32Z")

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Hello \*\*[Cube2222](https://forums.unrealengine/member/291-cube2222),

When we have FleX in 4.18.X ?\*\*

/tree/FleX-4.18.0

Thanks!

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**Author:** ![MaximeDupart](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/maximedupart/32/1194606_2.png) [@MaximeDupart](https://forums.unrealengine.com/u/MaximeDupart)\
**Post date:** [October 30, 2017, 12:59am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4289 "2017-10-30T00:59:46Z")

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I have updated the merged 4.17 build with the addition of Volumetric Lightning:

[https://github/MaximeDup/UnrealE…17.X-GameWorks](https://github/MaximeDup/UnrealEngine/tree/4.17.X-GameWorks)

In the video below i’m playing with the updated HBAO and mixing VXGI/Volumetric light in the Museum demo scene from Vol.Light Samples.  
The setup of the Museum is similar to the one i did back on 4.14.3 a while back.  
The updated HBAO is !

v=097CbR1Dk6w

You can download a packaged development build of Museum Scene on link:  
[https://drive.google/open?id=0B1…mNkVlJpMHViMHc](https://drive.google/open?id=0B1pAHM5xWbysemNkVlJpMHViMHc)

It’ll allow you to play with all the parameters using the console, testing the performance etc… 😃  
HBAO seems to be disabled by default, you’ll have to use r.HBAO.Enable 1 to activate it.

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**Author:** ![WindyStrife](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@WindyStrife](https://forums.unrealengine.com/u/WindyStrife)\
**Post date:** [October 30, 2017, 1:12pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4290 "2017-10-30T13:12:18Z")

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> [@.](#):
>
> I have updated the merged 4.17 build with the addition of Volumetric Lightning:
> 
> [https://github/MaximeDup/UnrealE…17.X-GameWorks](https://github/MaximeDup/UnrealEngine/tree/4.17.X-GameWorks)
> 
> In the video below i’m playing with the updated HBAO and mixing VXGI/Volumetric light in the Museum demo scene from Vol.Light Samples.  
> The setup of the Museum is similar to the one i did back on 4.14.3 a while back.  
> The updated HBAO is !
> 
> v=097CbR1Dk6w
> 
> You can download a packaged development build of Museum Scene on link:  
> [https://drive.google/open?id=0B1…mNkVlJpMHViMHc](https://drive.google/open?id=0B1pAHM5xWbysemNkVlJpMHViMHc)
> 
> It’ll allow you to play with all the parameters using the console, testing the performance etc.. 😃  
> HBAO seems to be disabled by default, you’ll have to use r.HBAO.Enable 1 to activate it.

thank you so much 😃 😃  
WaveWork branh 4.17 is available, if you can merge it into your custom build, it’s absolutely 😃 😃  
/tree/WaveWorks\_4.17

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<div class="post-metadata">

**Author:** ![MaximeDupart](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/maximedupart/32/1194606_2.png) [@MaximeDupart](https://forums.unrealengine.com/u/MaximeDupart)\
**Post date:** [October 30, 2017, 5:24pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4291 "2017-10-30T17:24:52Z")

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> [@WindyStrife](#):
>
> thank you so much 😃 😃  
> WaveWork branh 4.17 is available, if you can merge it into your custom build, it’s absolutely 😃 😃  
> [https://github/NvPhysX/UnrealEng…WaveWorks\_4.17](https://forums.unrealengine.com/tree/WaveWorks_4.17)

Done  
The build is much bigger with the addition of WaveWorks and its demo file now. Also, i noticed color issues while transitionning from under water/above.

[[https://github/MaximeDup/UnrealE...17.X-GameWorks](https://github/MaximeDup/UnrealE...17.X-GameWorks)

watch?v=ackrMvHiF-w  
]([https://github/MaximeDup/UnrealEngine/tree/4.17.X-GameWorks](https://github/MaximeDup/UnrealEngine/tree/4.17.X-GameWorks))

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<div class="post-metadata">

**Author:** ![Number47](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Number47](https://forums.unrealengine.com/u/Number47)\
**Post date:** [October 31, 2017, 12:03pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4292 "2017-10-31T12:03:28Z")

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Does anyone know how to change the mass (see image below) of a Flex Actor, in blueprint at runtime? It is possible to set the mass when opening a Flex asset, but I can’t seem to change it at runtime.

 ![Inkedrigidasset_LI.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/8/3/835bc97da0a209da0c550608e3c81bd28af7c47e.jpeg)

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**Author:** ![Alex\_Colby](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Alex\_Colby](https://forums.unrealengine.com/u/Alex_Colby)\
**Post date:** [October 31, 2017, 1:39pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4293 "2017-10-31T13:39:04Z")

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you are the best @[.,](https://forums.unrealengine/member/649466--)  
Thanks you very much.

your 4.17 branch is !!

🙂

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**Author:** ![Kendrickxy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Kendrickxy](https://forums.unrealengine.com/u/Kendrickxy)\
**Post date:** [October 31, 2017, 10:55pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4294 "2017-10-31T22:55:46Z")

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@.  
Thank you soo much for the merged 4.17 😃

I was stuck at 4.15, because I couldn’t find an other branch including WaveWork, VXGI, Flex, Flow at the same time.

Can you tell me how to proceed if I want to erase one of the plugins (HairWorks for example)?

And also do any of you guys got infos about TurfEffect? :eek:

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<div class="post-metadata">

**Author:** ![MaximeDupart](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/maximedupart/32/1194606_2.png) [@MaximeDupart](https://forums.unrealengine.com/u/MaximeDupart)\
**Post date:** [November 1, 2017, 12:19am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4295 "2017-11-01T00:19:11Z")

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> [@Alex\_Colby](#):
>
> you are the best @[.,](https://forums.unrealengine/member/649466--)  
> Thanks you very much.
> 
> your 4.17 branch is !!
> 
> 🙂

> [@Kendrickxy](#):
>
> @.  
> Thank you soo much for the merged 4.17 😃
> 
> I was stuck at 4.15, because I couldn’t find an other branch including WaveWork, VXGI, Flex, Flow at the same time.
> 
> Can you tell me how to proceed if I want to erase one of the plugins (HairWorks for example)?
> 
> And also do any of you guys got infos about TurfEffect? :eek:

Thank you both ! As a player, i just wish more game were using all those technologies.

Removing HairWorks would be a bit painful to do, for little to no gain at all.

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<div class="post-metadata">

**Author:** ![Kendrickxy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Kendrickxy](https://forums.unrealengine.com/u/Kendrickxy)\
**Post date:** [November 1, 2017, 6:39am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4296 "2017-11-01T06:39:25Z")

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@.  
Haha!  
Ok I’ll see what I can do with HairWorks in my game, and I’ll let you guys informed about any major progress I’ve made!

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