# 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:** 220

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**Author:** ![Chesire](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Chesire](https://forums.unrealengine.com/u/Chesire)\
**Post date:** [April 5, 2018, 7:08am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4610 "2018-04-05T07:08:23Z")

</div>

> [@.](#):
>
> Did you solve your?

Unfortunately it seems like I have some kind of driver conflict. Had to change my anti-virus and made the compile/build run at least a bit longer but then again a full memory dump.  
Don’t think is related to your VXGI build at all. How could it possibly be. I’ll keep trying!  
Meanwhile I gathered some compile errors for you. Not sure if they have any value but maybe:

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**Author:** ![anonymous\_user\_a15b3880](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_a15b3880](https://forums.unrealengine.com/u/anonymous_user_a15b3880)\
**Post date:** [April 5, 2018, 12:45pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4611 "2018-04-05T12:45:48Z")

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Hey, I don’t know if I’m right , but can someone explain me How I can create a Flow project or even add Flow to an excisting projectfile that I created using @WindyStrife 4.18 Gameworks ?  
I’m just messing around with the Test projectfile at the moment.

Greetings

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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:** [April 5, 2018, 5:42pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4612 "2018-04-05T17:42:59Z")

</div>

> [@](#):
>
> Unfortunately it seems like I have some kind of driver conflict. Had to change my anti-virus and made the compile/build run at least a bit longer but then again a full memory dump.  
> Don’t think is related to your VXGI build at all. How could it possibly be. I’ll keep trying!  
> Meanwhile I gathered some compile errors for you. Not sure if they have any value but maybe:

Have you tried removing the Intermediate folder, and start over?

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**Author:** ![Tiskan](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Tiskan](https://forums.unrealengine.com/u/Tiskan)\
**Post date:** [April 5, 2018, 7:44pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4613 "2018-04-05T19:44:34Z")

</div>

Is there anyone who managed to merge Blast and VXGI with 4.19? I know got VXGI 4.19, would love to see blast with it. Thanx for all hard work.

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**Author:** ![Bruce\_Oases](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Bruce\_Oases](https://forums.unrealengine.com/u/Bruce_Oases)\
**Post date:** [April 6, 2018, 3:07am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4614 "2018-04-06T03:07:09Z")

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> [@jamietelford](#):
>
> Update: I was able to get around by adding an additional condition to the if statement that runs the CreateGerstnerWaveUniformBuffer function:
> 
> ```auto
> 
> if (WaveWorks != nullptr && WaveWorksResource != nullptr **&& WaveWorks->bUseShoreLine** )
> {
> WaveWorksResource->WaveWorksGerstnerUniformBuffer = CreateGerstnerWaveUniformBuffer();
> }
> 
> ```
> 
> \*\*line 259 in C:..\UnrealEngine\Engine\Source\Runtime\Engine\Private\WaveWorksRender.cpp  
> \*\*  
> I haven’t looked beyond but before the code is looking for a material to calculate the height and width from for the shoreline interaction… but if you don’t have a texture… then is crashes out as per the log
> 
> ```auto
> 
> [2017.05.11-12.25.14:324][468]LogWindows:Error: UE4Editor-Engine.dll!FWaveWorksSceneProxy::CreateGerstnerWaveUniformBuffer() [d:\git\unrealengine\engine\source\runtime\engine\private\waveworksrender.cpp:177]
> 
> ```
> 
> At least with additional condition you can then start using WaveWorks!
> 
> I’ll email the devs to see if they have any opinions… but now perhaps someone can comment further.
> 
> Cheers!

I tried your way，but it does not work. And for me ,it works well in the editor, however,it crashed when run it after packaging.  
The same erro log as .What can I do now?thanks

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**Author:** ![Bruce\_Oases](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Bruce\_Oases](https://forums.unrealengine.com/u/Bruce_Oases)\
**Post date:** [April 6, 2018, 3:19am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4615 "2018-04-06T03:19:10Z")

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@WindyStrife I clone your branch in the github.And maybe there are some problems.Do you meet it? like it will crash when run waveworks\_gdc\_map after packaging

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**Author:** ![Bruce\_Oases](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Bruce\_Oases](https://forums.unrealengine.com/u/Bruce_Oases)\
**Post date:** [April 7, 2018, 3:47am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4616 "2018-04-07T03:47:33Z")

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**hello   
I try to open the waveworks\_gdc\_map after packaging,but it crashed and the erro log is :**

Assertion Failed: Array index out of bounds.

Fatal error: [File:U:\UnrealEngineNiv\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 813]  
Rendering thread exception:  
Fatal error: [File:U:\UnrealEngineNiv\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 1015]  
GameThread timed out waiting for RenderThread after 42.90 secs

0x0000000088F34008 KERNELBASE.dll!UnknownFunction ]  
0x000000000A62FB00 WaveworksTester-Win64-DebugGame.exe!FWindowsErrorOutputDevice::Serialize() [u:\unrealengineniv\engine\source\runtime\applicationcore\private\windows\windowserroroutputdevice.cpp:65]  
0x000000000A3CD34C WaveworksTester-Win64-DebugGame.exe!FOutputDevice::Logf\_\_VA() [u:\unrealengineniv\engine\source\runtime\core\private\misc\outputdevice.cpp:70]  
0x000000000A35CB9D WaveworksTester-Win64-DebugGame.exe!FDebug::AssertFailed() [u:\unrealengineniv\engine\source\runtime\core\private\misc\assertionmacros.cpp:414]  
0x000000000B94F3BC WaveworksTester-Win64-DebugGame.exe!TBasePassWaveWorksDrawingPolicy::ConfigureQuardTreeInputMapping() [u:\unrealengineniv\engine\source\runtime\renderer\private\basepassrendering.h:1426]  
0x000000000B931063 WaveworksTester-Win64-DebugGame.exe!TBasePassWaveWorksDrawingPolicy::TBasePassWaveWorksDrawingPolicy() [u:\unrealengineniv\engine\source\runtime\renderer\private\basepassrendering.h:1521]  
0x000000000B92507D WaveworksTester-Win64-DebugGame.exe!FDrawTranslucentMeshAction::Process() [u:\unrealengineniv\engine\source\runtime\renderer\private ranslucentrendering.cpp:508]  
0x000000000B92600C WaveworksTester-Win64-DebugGame.exe!ProcessBasePassMesh() [u:\unrealengineniv\engine\source\runtime\renderer\private\basepassrendering.h:2086]  
0x000000000B957554 WaveworksTester-Win64-DebugGame.exe!FTranslucencyDrawingPolicyFactory::DrawDynamicWaveWorksMesh() [u:\unrealengineniv\engine\source\runtime\renderer\private ranslucentrendering.cpp:882]  
0x000000000B95AD1B WaveworksTester-Win64-DebugGame.exe!FTranslucentPrimSet::DrawWaveWorksPrimitives() [u:\unrealengineniv\engine\source\runtime\renderer\private ranslucentrendering.cpp:1167]  
0x000000000B97AF1C WaveworksTester-Win64-DebugGame.exe!FDeferredShadingSceneRenderer::RenderWaveWorks() [u:\unrealengineniv\engine\source\runtime\renderer\private ranslucentrendering.cpp:1918]  
0x000000000B34F4CE WaveworksTester-Win64-DebugGame.exe!FDeferredShadingSceneRenderer::Render() [u:\unrealengineniv\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1469]  
0x000000000B87A7A0 WaveworksTester-Win64-DebugGame.exe!RenderViewFamily\_RenderThread() [u:\unrealengineniv\engine\source\runtime\renderer\private\scenerendering.cpp:2121]  
0x000000000B863B98 WaveworksTester-Win64-DebugGame.exe!TGraphTask\<FRendererModule::BeginRenderingViewFamily’::26’::EURCMacro\_FDrawSceneCommand\>::ExecuteTask() [u:\unrealengineniv\engine\source\runtime\core\public\async askgraphinterfaces.h:784]  
0x000000000A23D42E WaveworksTester-Win64-DebugGame.exe!FNamedTaskThread::ProcessTasksNamedThread() [u:\unrealengineniv\engine\source\runtime\core\private\async askgraph.cpp:651]  
0x000000000A23D9DD WaveworksTester-Win64-DebugGame.exe!FNamedTaskThread::ProcessTasksUntilQuit() [u:\unrealengineniv\engine\source\runtime\core\private\async askgraph.cpp:560]  
0x000000000BB12BDB WaveworksTester-Win64-DebugGame.exe!RenderingThreadMain() [u:\unrealengineniv\engine\source\runtime\rendercore\private\renderingthread.cpp:327]  
0x000000000BB12E2F WaveworksTester-Win64-DebugGame.exe!FRenderingThread::Run() [u:\unrealengineniv\engine\source\runtime\rendercore\private\renderingthread.cpp:461]  
0x000000000A5C8BD0 WaveworksTester-Win64-DebugGame.exe!FRunnableThreadWin::Run() [u:\unrealengineniv\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]  
0x000000000A5B8A21 WaveworksTester-Win64-DebugGame.exe!FRunnableThreadWin::GuardedRun() [u:\unrealengineniv\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:33]  
0x000000008B7B1FE4 .DLL!UnknownFunction ]  
0x  
do you know what’s wrong with it?thanks

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<div class="post-metadata">

**Author:** ![CGICollector](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@CGICollector](https://forums.unrealengine.com/u/CGICollector)\
**Post date:** [April 9, 2018, 7:04pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4617 "2018-04-09T19:04:39Z")

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Does anyone add the “Substance plugin” to @. 's 4.19 branch?

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**Author:** ![CGICollector](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@CGICollector](https://forums.unrealengine.com/u/CGICollector)\
**Post date:** [April 10, 2018, 5:53am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4618 "2018-04-10T05:53:51Z")

</div>

is my solution 🙂  
File: SubstanceCore.Build.cs  
LineNumber 105 to 132

```
             //Toggle on our flag if we are building for PS4
            //IncludePS4Files = true;
        }
    }

    //Overwrite PS4 SDK if the files don't exist - Check both Engine and Project directories
    //string ConsoleFilePath = "SubstanceCore\\Private\\SubstanceCorePS4Utils.h";
    //string BaseEnginePath = Path.Combine("..", "Plugins", "Runtime", "Substance", "Source");
    //string BaseProjectPath = Path.Combine("Plugins", "Runtime", "Substance", "Source");
    //string ConsoleEngineFilePath = Path.Combine(BaseEnginePath, ConsoleFilePath);
    //string ProjectParentDir = System.IO.Directory.GetParent(Target.ProjectFile.ToString().ToString());
    //string ConsoleProjectFilePath = Path.Combine(ProjectParentDir, BaseProjectPath, ConsoleFilePath);

    //Check both possible locations of where the console files could be
    //bool ConsoleFilesFoundInEnginePluginDir = File.Exists(ConsoleEngineFilePath) && IncludePS4Files;
    //bool ConsoleFilesFoundInProjectPluginDir = File.Exists(ConsoleProjectFilePath) && IncludePS4Files;

    //Craft the project file location to test as well
    //IncludePS4Files = (ConsoleFilesFoundInEnginePluginDir || ConsoleFilesFoundInProjectPluginDir) && IncludePS4Files;

    //PublicDefinitions.Add("SUBSTANCE_HAS_PS4_SDK=" + (IncludePS4Files ? "1" : "0"));

    //if (IncludePS4Files)
    // UnrealBuildTool.Log.WriteLine(LogEventType.Log, "Substance Editor Plugin: PS4 Cooking Enabled");
}

```

}  
}

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<div class="post-metadata">

**Author:** ![Gandosh](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Gandosh](https://forums.unrealengine.com/u/Gandosh)\
**Post date:** [April 10, 2018, 4:18pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4619 "2018-04-10T16:18:55Z")

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ok. is realllly strange. In the hairworks viewer its working allright! but when it comes to ue4, when i try to add hairworks .apx file to my character blueprint problem starts to show up.  
It looks like hairs up axis getting changed. I tried to change it when i export from maya. Y up and Z up nothing happens. Same. But when i open it in Viewer it looks ok… is somebody facing with problem?  
\_\_\_ That little white thing should be beard…

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<div class="post-metadata">

**Author:** ![anonymous\_user\_556ef757](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_556ef757](https://forums.unrealengine.com/u/anonymous_user_556ef757)\
**Post date:** [April 11, 2018, 7:14pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4620 "2018-04-11T19:14:50Z")

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Hello everyone,

I am trying to compile the latest editor for the first time using VS17 on win10 (16299.371)

I am running into some errors while compiling, is my output (sorry for the german bits, tried to set VS language to english. ‘Bezeichner’ = identifier / designator | ‘Typspezifizierer’ = type specifier)

I hope someone can help me get back on track with . I am very unexperienced using VS so please go a little slower than usual maybe.

1\>------ Build started: Project: ShaderCompileWorker, Configuration: Development\_Program x64 ------  
1\>Performing 35 actions (9 in parallel)  
1\>Module.Core.8\_of\_9.cpp  
1\>Module.DesktopPlatform.cpp  
1\>Module.MetalShaderFormat.cpp  
1\>Module.ShaderFormatD3D.cpp  
1\>Module.ShaderFormatOpenGL.cpp  
1\>Module.Core.9\_of\_9.cpp  
1\>Module.ShaderCompileWorker.cpp  
1\>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token “Bezeichner”, erwartet wurde “Typspezifizierer”  
1\>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token “Bezeichner”, erwartet wurde “Typspezifizierer”  
1\>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token “Bezeichner”, erwartet wurde “Typspezifizierer”  
1\>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token “Bezeichner”, erwartet wurde “Typspezifizierer”  
1\>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token “Bezeichner”, erwartet wurde “Typspezifizierer”  
1\>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token “Bezeichner”, erwartet wurde “Typspezifizierer”  
1\>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token “Bezeichner”, erwartet wurde “Typspezifizierer”  
1\>ERROR : UBT error : Failed to produce item: D:\UE4FLEX\UnrealEngine-FleX-4.17.1\Engine\Intermediate\Build\Win64\ShaderCompileWorker\Development\ShaderCompileWorker-Core.lib  
1\>Total build time: 3.35 seconds (Local executor: 0.00 seconds)  
1\>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command “…..\Build\BatchFiles\Build.bat ShaderCompileWorker Win64 Development -waitmutex” exited with code 5. Please verify that you have sufficient rights to run command.  
1\>Done building project “ShaderCompileWorker.vcxproj” – FAILED.  
2\>------ Build started: Project: UE4, Configuration: Development\_Editor x64 ------  
2\>Creating makefile for UE4Editor (no existing makefile)  
2\>Performing full C++ include scan (no include cache file)  
2\>Building UnrealHeaderTool…  
2\>Performing 10 actions (9 in parallel)  
2\>Module.Core.9\_of\_9.cpp  
2\>Module.Core.8\_of\_9.cpp  
2\>Module.UnrealHeaderTool.cpp  
2\>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token “Bezeichner”, erwartet wurde “Typspezifizierer”  
2\>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token “Bezeichner”, erwartet wurde “Typspezifizierer”  
2\>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token “Bezeichner”, erwartet wurde “Typspezifizierer”  
2\>ERROR : UBT error : Failed to produce item: D:\UE4FLEX\UnrealEngine-FleX-4.17.1\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool-Core.lib  
2\>Total build time: 5.20 seconds (Local executor: 0.00 seconds)  
2\>EXEC : error : UnrealHeaderTool failed for target ‘UE4Editor’ (platform: Win64, module info: D:\UE4FLEX\UnrealEngine-FleX-4.17.1\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor.uhtmanifest, exit code: OtherCompilationError (5)).  
2\>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command “…..\Build\BatchFiles\Build.bat UE4Editor Win64 Development -waitmutex” exited with code 5. Please verify that you have sufficient rights to run command.  
2\>Done building project “UE4.vcxproj” – FAILED.  
========== Build: 0 succeeded, 2 failed, 2 up-to-date, 0 skipped ==========

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<div class="post-metadata">

**Author:** ![anonymous\_user\_556ef757](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_556ef757](https://forums.unrealengine.com/u/anonymous_user_556ef757)\
**Post date:** [April 12, 2018, 1:08am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4621 "2018-04-12T01:08:07Z")

</div>

my previous post is moot, i solved the problem by using the version provided, using a fresh VS2015 install to compile. Gonna check things out now, very excited 🙂

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<div class="post-metadata">

**Author:** ![Chesire](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Chesire](https://forums.unrealengine.com/u/Chesire)\
**Post date:** [April 12, 2018, 8:45am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4622 "2018-04-12T08:45:34Z")

</div>

> [@.](#):
>
> Have you tried removing the Intermediate folder, and start over?

Reinstalled some stuff. All good now. Again, many thanks for your continuous efforts! 🙂

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<div class="post-metadata">

**Author:** ![MASSIVE\_Can](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MASSIVE\_Can](https://forums.unrealengine.com/u/MASSIVE_Can)\
**Post date:** [April 20, 2018, 1:44pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4623 "2018-04-20T13:44:39Z")

</div>

Any update on VXGI 2.0? How performance improvement should we expect?

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<div class="post-metadata">

**Author:** ![ElegantSquid](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ElegantSquid](https://forums.unrealengine.com/u/ElegantSquid)\
**Post date:** [April 20, 2018, 5:30pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4624 "2018-04-20T17:30:44Z")

</div>

Hey, I was able to compile what you uploaded, but im unable to access NVIDIA flow. am i missing something? are there some extra steps i need to be following?

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<div class="post-metadata">

**Author:** ![croftmaniac](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@croftmaniac](https://forums.unrealengine.com/u/croftmaniac)\
**Post date:** [April 20, 2018, 5:49pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4625 "2018-04-20T17:49:29Z")

</div>

I’m having a problem with UE4 and Hairworks for sometime now.  
Both in FurViewer and AnimBP, the hair move realistically with my character.  
When I try it in game though, the hair move slowly as if they have less gravity.  
What I mean is that they stay more time in air and they follow slowly my character’s animations.  
Is there an option somewhere or is common with UE4 and Nvidia Hairworks?

\*For some reason I can’t create a new thread , so that’s why I post it \*

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<div class="post-metadata">

**Author:** ![Novarek](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Novarek](https://forums.unrealengine.com/u/Novarek)\
**Post date:** [April 24, 2018, 5:10pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4626 "2018-04-24T17:10:25Z")

</div>

I’m seeking for a merged git of HairWorks and VXGI for the UE 4.19, someone has it under his hand ?

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<div class="post-metadata">

**Author:** ![WindyStrife](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@WindyStrife](https://forums.unrealengine.com/u/WindyStrife)\
**Post date:** [April 24, 2018, 6:41pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4627 "2018-04-24T18:41:08Z")

</div>

> [@Novarek](#):
>
> I’m seeking for a merged git of HairWorks and VXGI for the UE 4.19, someone has it under his hand ?

i am waiting for VXGI 2.0 to do one 😉

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<div class="post-metadata">

**Author:** ![Novarek](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Novarek](https://forums.unrealengine.com/u/Novarek)\
**Post date:** [April 24, 2018, 7:08pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4628 "2018-04-24T19:08:43Z")

</div>

> [@WindyStrife](#):
>
> i am waiting for VXGI 2.0 to do one 😉

Oh? I will wait then, thanks.

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**Author:** ![Aeries](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Aeries](https://forums.unrealengine.com/u/Aeries)\
**Post date:** [April 25, 2018, 5:24pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4629 "2018-04-25T17:24:51Z")

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I am SO excited for vxgi 2.0 - to meet visual targets for our game!! Are we looking at 4.19 + vxgi 2.0 release before May, still, or has it been pushed back? :3

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