# 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:** 234

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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:** [June 27, 2018, 9:25pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4892 "2018-06-27T21:25:31Z")

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> [@](#):
>
> Added Flex into my 4.19.2 GameWorks merge : https://github//UnrealEngi…4.19-GameWorks
> 
> Merged repo now contains all the latest changes from NvPhysx for all techs I’ve included on the merge, so there’s Blast 1.1.3, Flex 1.2, Flow 1.0.1, HairWorks 1.4, HBAO+ 4.0, TXAA 3, Volumetric Lighting (1.0?) and VXGI 2.0.1
> 
> It took me a while to get Flex to work on packaged builds due to IWYU issues but I did get it running eventually. Fixes of course included on the merge. I’d really hope Nvidia would do non-unity builds for all these branches (at least once now that UE4’s headers have changed a lot since the initial integrations) as it would get rid of these ghostly failures that only happen on some build settings.

Thanks @ so much! Good news for me! Love you so much!

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**Author:** ![GamesByH](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@GamesByH](https://forums.unrealengine.com/u/GamesByH)\
**Post date:** [June 30, 2018, 5:50pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4893 "2018-06-30T17:50:41Z")

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@ so is there no way I can edit the collision hulls for chunks directly instead of just generating or use per-face collision with blast?

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**Author:** ![Derjyn](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/derjyn/32/931618_2.png) [@Derjyn](https://forums.unrealengine.com/u/Derjyn)\
**Post date:** [June 30, 2018, 9:18pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4894 "2018-06-30T21:18:32Z")

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> [@GamesByH](#):
>
> @ so is there no way I can edit the collision hulls for chunks directly instead of just generating or use per-face collision with blast?

It’s been a while, so my memory is rusty… But if you are all linked up with Nvidia on GitHub and have access to their private repos, go : [https://github/NVIDIAGameWorks/Blast.](https://github/NVIDIAGameWorks/Blast) The tools they have differ a bit from what is presented in Unreal Engine. Try tinkering around with the BlastTool found there.

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**Author:** ![Leo\_Rakes](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Leo\_Rakes](https://forums.unrealengine.com/u/Leo_Rakes)\
**Post date:** [July 2, 2018, 6:45am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4895 "2018-07-02T06:45:33Z")

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> [@0lento\_archive](#):
>
> You mean the thing I did a hacky fix for in 4.19? (Fix is there so that it will force flex into the build) I think it might have been a new addition to Flex on 4.19 but regardless if you just let VS bypass that one section, most of the integration would still work. It would just remove some additional editor tooling I think (I tried on the new flex branch too and it does it there too, it compiles but I think it leaves small parts behind by default).

Hello, can you join WaveWorks in the 4.192 integrated version? Waveworks seems to be a very good marine simulation plug-in. If you can integrate the Waveworks Gameworks process, it should be very complete.

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**Author:** ![ixicalibur](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ixicalibur](https://forums.unrealengine.com/u/ixicalibur)\
**Post date:** [July 2, 2018, 8:14am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4896 "2018-07-02T08:14:45Z")

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> [@](#):
>
> Hello, can you join WaveWorks in the 4.192 integrated version? Waveworks seems to be a very good marine simulation plug-in. If you can integrate the Waveworks Gameworks process, it should be very complete.

please read the thread before asking

“I’m avoiding waveworks for two reasons: the version we get is CUDA only, so it only runs on Nvidia GPUs. Other is that last time I checked, some shader overrode some surface normal math that Flex did differently so would probably make that shader to have some unwanted effect on Flex if both were enabled on the same build.” -

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**Author:** ![0lento\_archive](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@0lento\_archive](https://forums.unrealengine.com/u/0lento_archive)\
**Post date:** [July 2, 2018, 1:21pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4897 "2018-07-02T13:21:05Z")

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^ That pretty much. It actually could have been Flow instead of Flex that had the shader conflict with it but that’s minor, having Waveworks as CUDA only is no go for any commercial game as you can’t limit your game for Nvidia GPU’s only. Nvidia does have other versions internally and you can license them but that’s a whole another deal.

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**Author:** ![0lento\_archive](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@0lento\_archive](https://forums.unrealengine.com/u/0lento_archive)\
**Post date:** [July 2, 2018, 1:23pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4898 "2018-07-02T13:23:51Z")

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That being said, nothing is stopping others from merging it, I just will not include it on my own merge as I prefer to keep the whole thing usable for all (although VGXI 2 seems to be more limited to recent Nvidia gear than I’d like).

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**Author:** ![SRain1920](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SRain1920](https://forums.unrealengine.com/u/SRain1920)\
**Post date:** [July 3, 2018, 8:37am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4899 "2018-07-03T08:37:26Z")

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Hello galaxy i have a question. do you plan integrating Faceworks?

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**Author:** ![SRain1920](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SRain1920](https://forums.unrealengine.com/u/SRain1920)\
**Post date:** [July 3, 2018, 8:38am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4900 "2018-07-03T08:38:48Z")

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Hello. do you plan integrating Faceworks?

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**Author:** ![0lento\_archive](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@0lento\_archive](https://forums.unrealengine.com/u/0lento_archive)\
**Post date:** [July 3, 2018, 10:26am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4901 "2018-07-03T10:26:35Z")

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> [@SRain1920](#):
>
> Hello galaxy i have a question. do you plan integrating Faceworks?

If you refer to he hasn’t been updating these for a while anymore (last seen on these forums last year).

Since there’s no public FaceWorks tech integration for UE4, we can’t merge FaceWorks on a public UE4 fork ourselves due to the licensing issues (I know there’s a separete branch for it in the GameWorks repo but no UE4 integration). And in addition to that, UE4 already has it’s own skin and eye shaders that are pretty good (just look at Paragon training/tech streams from youtube) so integrating Nvidia middleware for purpose wouldn’t make much sense anyway.

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**Author:** ![Boosh55](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Boosh55](https://forums.unrealengine.com/u/Boosh55)\
**Post date:** [July 3, 2018, 5:40pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4902 "2018-07-03T17:40:03Z")

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Hi, just tried todo a test win64 pack of the flex demo project without making any changes and I get the following error.

UATHelper: Packaging (Windows (64-bit)): ERROR: UBT ERROR: Failed to produce item: C:\Users\Documents\GameWorks\Engine\Plugins\Media\WmfMedia\Binaries\Win64\UE4-WmfMedia-Win64-Shipping.lib  
PackagingResults: Error: UBT ERROR: Failed to produce item: C:\Users\Documents\GameWorks\Engine\Plugins\Media\WmfMedia\Binaries\Win64\UE4-WmfMedia-Win64-Shipping.lib  
UATHelper: Packaging (Windows (64-bit)): Total build time: 712.30 seconds (Local executor: 0.00 seconds)  
UATHelper: Packaging (Windows (64-bit)): Took 712.4387523s to run UnrealBuildTool.exe, ExitCode=5  
UATHelper: Packaging (Windows (64-bit)): ERROR: Command failed (Result:5): C:\Users\Documents\GameWorks\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win64 Shipping -NoUBTMakefiles -remoteini=“C:\Users\Documents\GameWorks\FlexProject” -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: ‘UnrealBuildTool-2018.07.03-  
07.55.55.txt’  
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\Documents\GameWorks\Engine\Programs\AutomationTool\Saved\Logs\UAT\_Log.txt for full exception trace)  
PackagingResults: Error: Command failed (Result:5): C:\Users\Documents\GameWorks\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win64 Shipping -NoUBTMakefiles -remoteini=“C:\Users\Documents\GameWorks\FlexProject” -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: ‘UnrealBuildTool-2018.07.03-07.55.55.txt’  
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)  
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED  
PackagingResults: Error: Unknown Error

Any ideas?

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<div class="post-metadata">

**Author:** ![edd.bigfoot](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/edd.bigfoot/32/1036981_2.png) [@edd.bigfoot](https://forums.unrealengine.com/u/edd.bigfoot)\
**Post date:** [July 3, 2018, 8:16pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4903 "2018-07-03T20:16:41Z")

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Does anyone know if waveworks itself does ocean spray? Or is in combo with flex? Is it out of the box with waveworks basically. I cant find any documentation and trying to make splashes with waveworks colliding with meshes.

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**Author:** ![0lento\_archive](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@0lento\_archive](https://forums.unrealengine.com/u/0lento_archive)\
**Post date:** [July 4, 2018, 1:42pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4904 "2018-07-04T13:42:33Z")

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@Boosh55 What Flex version you are using? I did some fixes for Flex packaging on my own merge and I also made a PR (for Flex fixes) but nvidia hasn’t accepted it so far. You can get Flex only version [https://github//UnrealEngi…PR-FleX-4.19.2](https://github//UnrealEngine/tree/PR-FleX-4.19.2) for now but I’ll remove the PR branch once nvidia either accepts the PR or fixes the issues on their own.

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**Author:** ![Boosh55](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Boosh55](https://forums.unrealengine.com/u/Boosh55)\
**Post date:** [July 4, 2018, 5:54pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4905 "2018-07-04T17:54:12Z")

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@ It was from your 06-21-2018, 12:02 PM GameWorks branch (I downloaded it a couple hours after you posted it). Ill try to re download and rebuild tonight to see if it was a fluke and Ill give the flex only build a try too.

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**Author:** ![0lento\_archive](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@0lento\_archive](https://forums.unrealengine.com/u/0lento_archive)\
**Post date:** [July 5, 2018, 12:47am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4906 "2018-07-05T00:47:14Z")

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Tbh, I might have not tried shipping build on Flex, development build worked when I tried it. I’ll check what happens on my end on the GameWorks merge.

Also, there hasn’t been any updates since I posted it so it should be the same version you already got.

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**Author:** ![0lento\_archive](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@0lento\_archive](https://forums.unrealengine.com/u/0lento_archive)\
**Post date:** [July 5, 2018, 3:53am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4907 "2018-07-05T03:53:23Z")

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I tested FlexProject on my 4.19-GameWorks, I had no issues packaging it on shipping either (used VS2015 for building UE).

@Boosh55 The part of build error you linked is after the actual error that prevented it from building properly on your case so it’s not easy to tell why it failed.

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**Author:** ![samrat333](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@samrat333](https://forums.unrealengine.com/u/samrat333)\
**Post date:** [July 6, 2018, 1:35pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4908 "2018-07-06T13:35:02Z")

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hi please update substance plugin in new version

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<div class="post-metadata">

**Author:** ![0lento\_archive](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@0lento\_archive](https://forums.unrealengine.com/u/0lento_archive)\
**Post date:** [July 6, 2018, 3:34pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4909 "2018-07-06T15:34:41Z")

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> [@samrat333](#):
>
> hi please update substance plugin in new version

I can’t include substance on my fork as I’m not allowed to distribute source code from marketplace (substance plugin). You can get the plugin youself from the marketplace and place it into your own projects Plugins folder. Then generate your game’s project files again and UE4 will compile substance plugin along with your project.

Worth mentioning that you need to have c++ project for , so if your project is currently blueprint only, you need to do is place the substance plugin as I mentioned and then generate any dummy c++ file with UE4 editor to get the c++ solution file.

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<div class="post-metadata">

**Author:** ![Boosh55](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Boosh55](https://forums.unrealengine.com/u/Boosh55)\
**Post date:** [July 6, 2018, 8:24pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4910 "2018-07-06T20:24:21Z")

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@ Thanks for the response. I went back and tried to do several more builds none of them worked. Eventually I downloaded VS2015 and it worked right off the bat. Must be something in 2017 it doesnt like.

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<div class="post-metadata">

**Author:** ![0lento\_archive](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@0lento\_archive](https://forums.unrealengine.com/u/0lento_archive)\
**Post date:** [July 7, 2018, 9:07am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4911 "2018-07-07T09:07:25Z")

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> [@Boosh55](#):
>
> @anonymous_user_74483c63 Thanks for the response. I went back and tried to do several more builds none of them worked. Eventually I downloaded VS2015 and it worked right off the bat. Must be something in 2017 it doesnt like.

is bit weird, I did a clean build with VS2017 as well and didn’t encounter any issues.

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