# 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:** 235

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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 8, 2018, 3:24am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4912 "2018-07-08T03:24:24Z")

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> [@0lento\_archive](#):
>
> 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.

thank you  
how to do please any video

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**Author:** ![anonymous\_user\_e29b36b1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_e29b36b1](https://forums.unrealengine.com/u/anonymous_user_e29b36b1)\
**Post date:** [July 9, 2018, 1:46pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4913 "2018-07-09T13:46:50Z")

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Has anyone heard about the Unity release date yet? I saw NVidia’s stand up at GDC 2018. They showcased the Unity plugin they’ve made, and said it would be released after the event. That was back in March. Has anyone heard anything since? Thanks!

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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 9, 2018, 10:29pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4914 "2018-07-09T22:29:27Z")

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> [@Nigel\_TacHaz](#):
>
> Has anyone heard about the Unity release date yet? I saw NVidia’s stand up at GDC 2018. They showcased the Unity plugin they’ve made, and said it would be released after the event. That was back in March. Has anyone heard anything since? Thanks!

I imagine you mean FleX for Unity now. I’ve been looking for info myself as well but haven’t found any mention about it since GDC. forum isn’t best place to ask about it tho as isn’t relevant to Unreal. You can expect the Unity FleX-plugin to arrive once they’ve done with it: [https://assetstore.unity/publishers/13586](https://assetstore.unity/publishers/13586) (or [https://developer.nvidia/flex](https://developer.nvidia/flex))

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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 9, 2018, 10:36pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4915 "2018-07-09T22:36:05Z")

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> [@samrat333](#):
>
> how to do please any video

Would be pretty pointless for me to make a video about as I don’t even install Launcher or Binary Engines into default folders, me making video with setup like would just cause more confusion.

Just figure out where the your stock UE4 is installed and navigate to it’s \<Engine Version\>/Plugins/Marketplace folder, is where substance plugin gets installed from Epic Launcher. You probably could just place plugin into similar place on custom/Gameworks engine folder before you generate project files but I haven’t tested . Otherwise you can just place the plugin on \<your project\>/Plugins -folder and then generate the project files like mentioned before.

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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 10, 2018, 10:28pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4916 "2018-07-10T22:28:05Z")

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@anonymous\_user\_e2115496 they just released 1.0 beta: [https://assetstore.unity/package…-0-beta-121316](https://assetstore.unity/packages/tools/physics/nvidia-flex-unity-plugin-samples-1-0-beta-121316)

edit-\> oops, that’s only sample scenes, actual plugin is still missing (can’t take long now tho)  
edit 2-\> actual plugin is now live as well: [https://assetstore.unity/packages/tools/physics/nvidia-flex-for-unity-1-0-beta-120425](https://assetstore.unity/packages/tools/physics/nvidia-flex-for-unity-1-0-beta-120425)

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**Author:** ![Leon.Hui](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Leon.Hui](https://forums.unrealengine.com/u/Leon.Hui)\
**Post date:** [July 11, 2018, 5:35am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4917 "2018-07-11T05:35:52Z")

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Hi!

So I tried to combine both FleX and Blast together in UE4.19.2. Code wise merges fine and builds.

What’s the best way to get a FlexActor (softbody) reacting to a BlastMeshActor? Right now it just passes through, and if I change the collision settings on the FlexActor to collide, it just fractures and destroys my BlastMeshActor?

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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:** [July 11, 2018, 9:00am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4918 "2018-07-11T09:00:32Z")

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> [@Leon.Hui](#):
>
> What’s the best way to get a FlexActor (softbody) reacting to a BlastMeshActor? Right now it just passes through, and if I change the collision settings on the FlexActor to collide, it just fractures and destroys my BlastMeshActor?

If your Flex actor is interacting with Blast actors, then it’s working. The thing with Blast is, the parameters are quite sensitive. It’s been a while since I tinkered, but a previous project I worked on require A LOT of subtle tweaks and there to get things breaking as intended. And it’s different for each “type” of object, for example a thin stone slab versus a thick concrete wall.

I intended to do an article or tutorial of sorts covering these things, but I have yet to find all the “magic” numbers for parameters and further… Well, Blast objects are so variable in their setup, it’s hard to say to someone “check box and enter number in that field”. If someone else has some proven numbers, I’d love to see! Otherwise, it’s a process of tweaking, testing, tweaking, testing…

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**Author:** ![anonymous\_user\_44488311](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_44488311](https://forums.unrealengine.com/u/anonymous_user_44488311)\
**Post date:** [July 12, 2018, 12:36pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4919 "2018-07-12T12:36:20Z")

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@ I get error when im trying to package my project:

```auto

UATHelper: Packaging (Windows (64-bit)): ERROR: UBT ERROR: Failed to produce item: D:\Software\UnrealEngine-4.19-GameWorks\Engine\Plugins\Media\WmfMedia\Binaries\Win64\UE4-WmfMedia-Win64-Shipping.lib

```

Any idea what might be and how to fix it?

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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 12, 2018, 2:18pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4920 "2018-07-12T14:18:36Z")

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> [@VRWijnen](#):
>
> @ I get error when im trying to package my project:
> 
> ```auto
> 
> UATHelper: Packaging (Windows (64-bit)): ERROR: UBT ERROR: Failed to produce item: D:\Software\UnrealEngine-4.19-GameWorks\Engine\Plugins\Media\WmfMedia\Binaries\Win64\UE4-WmfMedia-Win64-Shipping.lib
> 
> ```
> 
> Any idea what might be and how to fix it?

I got had the exact same error. I ended up re-installing VS 2017 and recompiling from the ground up and it cleared it up.

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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 12, 2018, 7:43pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4921 "2018-07-12T19:43:59Z")

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> [@VRWijnen](#):
>
> @0lento_archive I get error when im trying to package my project:
> 
> ```auto
> 
> UATHelper: Packaging (Windows (64-bit)): ERROR: UBT ERROR: Failed to produce item: D:\Software\UnrealEngine-4.19-GameWorks\Engine\Plugins\Media\WmfMedia\Binaries\Win64\UE4-WmfMedia-Win64-Shipping.lib
> 
> ```
> 
> Any idea what might be and how to fix it?

That error doesn’t tell much of why it failed to compile, the real error is most likely listed well before that line. Always seek for the first compile error if having issues. I’ve compiled myself with both VS2015 and VS2017 without issues but I’m not sure if I have latest updates for VS2017 atm.

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**Author:** ![catalejo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@catalejo](https://forums.unrealengine.com/u/catalejo)\
**Post date:** [July 12, 2018, 9:51pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4922 "2018-07-12T21:51:09Z")

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@ Hey , quick question, I just want an 4.19 engine version with flex, I do not need the other nvidia techs… I already downloaded it and compiled it… seems to work. My question is that you mentioned in thread that you have to make some changes to flex to make it package able… are these complicated, could you give me a rundown? or you think the flex version on the nvidia repository as stand alone is good to go? Thank you !

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**Author:** ![anonymous\_user\_44488311](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_44488311](https://forums.unrealengine.com/u/anonymous_user_44488311)\
**Post date:** [July 13, 2018, 7:09am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4923 "2018-07-13T07:09:19Z")

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> [@](#):
>
> That error doesn’t tell much of why it failed to compile, the real error is most likely listed well before that line. Always seek for the first compile error if having issues. I’ve compiled myself with both VS2015 and VS2017 without issues but I’m not sure if I have latest updates for VS2017 atm.

is my first Error, after that I get more errors:

```auto

UATHelper: Packaging (Windows (64-bit)): ERROR: Command failed (Result:5): D:\Software\UnrealEngine-4.19-GameWorks\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win64 Shipping -NoUBTMakefiles -remoteini="D:\Projecten\Unreal Projecten\Stekeldijkje_Woon 4.19 - 2" -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2018
.07.13-09.02.50.txt' 

```

```auto

PackagingResults: Error: UBT ERROR: Failed to produce item: D:\Software\UnrealEngine-4.19-GameWorks\Engine\Plugins\Media\WmfMedia\Binaries\Win64\UE4-WmfMedia-Win64-Shipping.lib
PackagingResults: Error: Command failed (Result:5): D:\Software\UnrealEngine-4.19-GameWorks\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win64 Shipping -NoUBTMakefiles -remoteini="D:\Projecten\Unreal Projecten\Stekeldijkje_Woon 4.19 - 2" -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2018.07.13-09.02.50.txt' 
PackagingResults: Error: Unknown Error

```

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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 13, 2018, 7:37am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4924 "2018-07-13T07:37:56Z")

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@catalejo well, you can try the packaging first, if it works on your setup, it’s fine. I do have a PR for some IWYU fixes /pull/523, or alternatively, you can grab the branch for that PR while it’s live (I’ll delete it once nvidia fixes ): [https://github//UnrealEngi…PR-FleX-4.19.2](https://github//UnrealEngine/tree/PR-FleX-4.19.2) ( contains exactly same commits as the nvidias FleX-4.19-2 atm plus those few fixes).

@VRWijnen I’m afraid that’s not really helping much, can you post the full build log somewhere (pastebin etc) and share the link to me so I could take a better look?

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<div class="post-metadata">

**Author:** ![anonymous\_user\_44488311](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_44488311](https://forums.unrealengine.com/u/anonymous_user_44488311)\
**Post date:** [July 13, 2018, 8:46am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4925 "2018-07-13T08:46:33Z")

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@ sure.

is the link to pastebin: [click](https://pastebin/XYJmzJcr)

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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 13, 2018, 5:40pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4926 "2018-07-13T17:40:54Z")

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@VRWijnen I went t **hrough** a complete install from windows 10 up and ran into the same error you did. I added a couple extra libraries to VS outside of the ones automatically added when selecting UE game dev. I added four at a time till it worked so im not 100% sure which one it fixed it on but the last 4 were - unreal engine installer (I think just downloads a zip the latest version of the stock engine) , Visual Studio Android support for unreal engine, Windows 10 SDK (10.0.16299.0), and finally VC++ 2015.3 v14.00.  
I’m not an expert, just trying to fiddle my way threw all of so I hope it helps

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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 13, 2018, 6:44pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4927 "2018-07-13T18:44:51Z")

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@VRWijnen seems like is related to the newest VS2017-version and UE 4.19 somehow (even non-gameworks versions): [https://answers.unrealengine/que…e-my-game.html](https://answers.unrealengine/questions/790824/wafmedia-dont-let-me-to-package-my-game.html)

Since happens on packaging, you could try disabling the media / WMF related plugins from the project if you don’t need them. I don’t know if it still tries to compile these though.

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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 13, 2018, 6:56pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4928 "2018-07-13T18:56:15Z")

</div>

I looked around the 4.20 sources and commit has fixed the 4.20 compilation for some new VS2017 at least: [https://github/EpicGames/UnrealEngine/commit/3618d96b476b32d68c3d5a7ed3b90163a062da79#diff-1d6db60a63ecee034537431e85198c73](https://github/EpicGames/UnrealEngine/commit/3618d96b476b32d68c3d5a7ed3b90163a062da79#diff-1d6db60a63ecee034537431e85198c73) I’ll check first if I can repro the by updating to latest VS2017, I’m already running pretty new one (15.7.3 from 07 June 2018), newest is 15.7.5 so I’ll update to that and see if anything breaks. If things break, I’ll backport the build fix and verify if it works. I’ll push it into 4.19-GameWorks if I can verify it helps on the build.

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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 13, 2018, 9:59pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4929 "2018-07-13T21:59:55Z")

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@VRWijnen could you try cloning the repo from temp branch and see if it packages now? https://github//UnrealEngi…-GameWorks-Fix  
repo contains the 4.20 build fix for that lib but I can’t verify if it helps as everything seems to work on my end regardless.

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<div class="post-metadata">

**Author:** ![catalejo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@catalejo](https://forums.unrealengine.com/u/catalejo)\
**Post date:** [July 14, 2018, 7:32pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4930 "2018-07-14T19:32:14Z")

</div>

Thank you . Yudaman!

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<div class="post-metadata">

**Author:** ![Cosmik-Debris](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Cosmik-Debris](https://forums.unrealengine.com/u/Cosmik-Debris)\
**Post date:** [July 15, 2018, 12:09pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4931 "2018-07-15T12:09:16Z")

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Is there any way to enable flex collision with skeletal mesh per poly?

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