# 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:** 237

<div class="post-metadata">

**Author:** ![AwYeaGirl](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AwYeaGirl](https://forums.unrealengine.com/u/AwYeaGirl)\
**Post date:** [July 26, 2018, 12:06am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4956 "2018-07-26T00:06:46Z")

</div>

Does anyone know how to integrate GameWorks into a single engine so I’m not switching between multiple builds? 🙂

---

<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 26, 2018, 6:24am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4957 "2018-07-26T06:24:05Z")

</div>

> [@AwYeaGirl](#):
>
> Does anyone know how to integrate GameWorks into a single engine so I’m not switching between multiple builds? 🙂

Just look around threads latest pages, there are multiple forks for 4.19 from people 🙂 Also how to merge things yourself has been covered quite few times, basically you need to learn how to use git and it’s mergetools (and probably want to use some 3rd party merge tool for easier merging).

---

<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 26, 2018, 6:26am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4958 "2018-07-26T06:26:32Z")

</div>

> [@Klikard](#):
>
> @0lento_archive Your 4.19 branch works like a charm currently no errors except wmf media but not really a problem. But i was wondering which tech is included in: [https://github//UnrealEngi…e/4.20-Physics](https://github//UnrealEngine/tree/4.20-Physics) Thank you for your time man 🙂

> [@](#):
>
> I believe that branch is similar to his 4.19-Physics branch, which "adds support for contact modifications and fixed timestepping for ". The 4.19-Physics-GW branch adds that and the GameWorks magick. We can only assume he’ll do the same with 4.20!

As Derjvyn replied, 4.20-Physics is indeed only some physics modifications I’ve made for UE4, it’s not related to GameWorks, I might add Blast to the Physics branch tho as it’s physics related.

Also, the wmf media error should be fixed on the latest version of the 4.19-GameWorks repo 🙂 (it also wasn’t really an related to my GameWorks merge only, same happens on official 4.19.2 afaik, I pulled the fix from 4.20 for particular).

---

<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 26, 2018, 10:37pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4959 "2018-07-26T22:37:25Z")

</div>

I just pushed Nvidia Blast (1.1.3) into my 4.20 physics branch: [https://github//UnrealEngi…e/4.20-Physics](https://github//UnrealEngine/tree/4.20-Physics)

branch contains option for fixed timestepped physics (with interpolation) and Blast. I won’t add more tech to branch, just felt Blast suited that branch as it’s physics related.

---

<div class="post-metadata">

**Author:** ![AwYeaGirl](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AwYeaGirl](https://forums.unrealengine.com/u/AwYeaGirl)\
**Post date:** [July 26, 2018, 11:00pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4960 "2018-07-26T23:00:53Z")

</div>

> [@0lento\_archive](#):
>
> Just look around threads latest pages, there are multiple forks for 4.19 from people 🙂 Also how to merge things yourself has been covered quite few times, basically you need to learn how to use git and it’s mergetools (and probably want to use some 3rd party merge tool for easier merging).

Okay thank you. One more thing, the GameWorks documentation gives a tutorial on how to set up particle but the Flex drop down menu in Cascade is missing. What do I do ?

---

<div class="post-metadata">

**Author:** ![Lotion\_Player](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Lotion\_Player](https://forums.unrealengine.com/u/Lotion_Player)\
**Post date:** [July 27, 2018, 6:20pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4961 "2018-07-27T18:20:56Z")

</div>

Hey all, I’ve tried compiling in the past and had the same. Reinstalled Visual Studio 2017 and it’s still happening.

Any idea?

1\>------ Build started: Project: ShaderCompileWorker, Configuration: Development\_Program x64 ------  
1\>Creating makefile for ShaderCompileWorker (no existing makefile)  
1\>Performing full C++ include scan (no include cache file)  
1\>UnrealBuildTool : error : Could not find definition for module ‘PacketHandler’ (referenced via Target -\> ShaderCompileWorker.Build.cs -\> TargetPlatform.Build.cs)  
1\>D:\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 -FromMsBuild” 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\>UnrealBuildTool : error : Could not find definition for module ‘PacketHandler’ (referenced via Target -\> Launch.Build.cs -\> Engine.Build.cs)  
2\>D:\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 -FromMsBuild” 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, 1 up-to-date, 0 skipped ==========

---

<div class="post-metadata">

**Author:** ![SRain1920](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SRain1920](https://forums.unrealengine.com/u/SRain1920)\
**Post date:** [August 1, 2018, 8:34am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4962 "2018-08-01T08:34:14Z")

</div>

> [@Graczdari](#):
>
> Hello Everyone! 🙂
> 
> Is there anyone who has a ready integration of Unreal Engine 4 with GameWorks and TrueSky? Alternatively, can somebody help with integration? Thanx 🙂

yes, i have aintergration of unreal engine 4 with gameworks and truesky 4.19.2

---

<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:** [August 2, 2018, 10:17pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4963 "2018-08-02T22:17:49Z")

</div>

Made a mini update on with a 4.20 GameWorks merge:  
[https://github//UnrealEngi…4.20-GameWorks](https://github//UnrealEngine/tree/4.20-GameWorks)

It currently contains UE 4.20.1, Blast and Flow.

Worth noting that I did make a bit hacky fix for Flow’s support, 4.20 added GPU indices on and I didn’t really want to spend too much time figuring out what Flow’s renderer code does there so I just made the thing use only first gpu index there, may potentially break things so I don’t suggest to try fork with enabled.

---

<div class="post-metadata">

**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:** [August 3, 2018, 2:48am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4964 "2018-08-03T02:48:23Z")

</div>

Thanks for all your hard work on - it’s much appreciated. I’m really eager to sit down and dig in with your physics branch, but I need to finish my major project before I get distracted yet again, haha.

Keep it up! You are pretty much the only “goto” person with stuff, these days. I can’t help but be curious: are you using stuff in your own projects (or perhaps client work), or are you just being a diligent nerd?

---

<div class="post-metadata">

**Author:** ![samrat333](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@samrat333](https://forums.unrealengine.com/u/samrat333)\
**Post date:** [August 3, 2018, 5:47am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4965 "2018-08-03T05:47:07Z")

</div>

[quote=“, post:4930, topic:16686”]

Made a mini update on with a 4.20 GameWorks merge:  
[https://github//UnrealEngi…4.20-GameWorks](https://github//UnrealEngine/tree/4.20-GameWorks)

It currently contains UE 4.20.1, custom things I’ve exposed in past, Blast and Flow.

please update hairworks in 4.20 thank you

---

<div class="post-metadata">

**Author:** ![ronaldburns](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ronaldburns/32/956074_2.png) [@ronaldburns](https://forums.unrealengine.com/u/ronaldburns)\
**Post date:** [August 3, 2018, 8:26am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4966 "2018-08-03T08:26:43Z")

</div>

@ The work you’re doing is amazing. Thank you so much! I’m not sure if anyone’s asked before, but do you have any plans to support VRWorks once it’s updated?

---

<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:** [August 3, 2018, 12:48pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4967 "2018-08-03T12:48:44Z")

</div>

> [@](#):
>
> I can’t help but be curious: are you using stuff in your own projects (or perhaps client work), or are you just being a diligent nerd?

All those physics related things are based on custom work I did a long time ago, I published fixed timestepping for 4.15 and later made also contact modifications public for 4.18 so others may benefit from (worth noting that Epic exposed contact modifications partly now on 4.20 but you still need custom engine code to use it - which is what my current changes do now). Basically if you do custom vehicles or other advanced physics and/or physics networking, you often want changes like these to gain more control over physics. As for using GameWorks itself, I don’t really use it on any project atm, I do these merges for testing purposes only. I keep updating these repos nowadays mainly to stay on top of things: to know where GameWorks tech is going and to know what kind of structural changes UE4 has.

> [@samrat333](#):
>
> please update hairworks in 4.20 thank you

HairWorks is at the end of my list to add but I might check if it’s an easy add, no promises though.

> [@rojo8399](#):
>
> @0lentoI’m not sure if anyone’s asked before, but do you have any plans to support VRWorks once it’s updated?

I think someone has asked before. VRWorks is pretty much no-go for bigger merges like these, mainly because it alters rendering pipeline from many same places as these other techs and I don’t really have experience nor motivation for rebuilding the clashing parts. I’m fairly certain you could merge VRWorks with select GameWorks techs (like Blast, Flex, Flow) but these would need to be tested on case by case basis. And ultimately, I don’t have VR gear so I couldn’t even test if it works properly so that makes the whole process impossible from my end (as testing often reveals all kinds of issues and I can imagine part would be way more important when dealing with VR).

---

<div class="post-metadata">

**Author:** ![ronaldburns](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ronaldburns/32/956074_2.png) [@ronaldburns](https://forums.unrealengine.com/u/ronaldburns)\
**Post date:** [August 3, 2018, 1:56pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4968 "2018-08-03T13:56:18Z")

</div>

> [@](#):
>
> I think someone has asked before. VRWorks is pretty much no-go for bigger merges like these, mainly because it alters rendering pipeline from many same places as these other techs and I don’t really have experience nor motivation for rebuilding the clashing parts. I’m fairly certain you could merge VRWorks with select GameWorks techs (like Blast, Flex, Flow) but these would need to be tested on case by case basis. And ultimately, I don’t have VR gear so I couldn’t even test if it works properly so that makes the whole process impossible from my end (as testing often reveals all kinds of issues and I can imagine part would be way more important when dealing with VR).

Very understandable. Was wondering because VRWorks with HBAO and VXGI would look ■■■■ good. If only it was easier to merge.

---

<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:** [August 4, 2018, 2:34am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4969 "2018-08-04T02:34:54Z")

</div>

Added TXAA and Volumetric Lighting to [4.20-GameWorks merge](https://github//UnrealEngine/tree/4.20-GameWorks)

It now contains UE 4.20.1, Blast, Flow, TXAA and Volumetric Lighting. I spend a long time yesterday porting FleX as well but while I got it to compile, it still crashes on play so I’ll keep investigating if I still can fix it (I’ll not include it at state).

---

<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:** [August 4, 2018, 8:22pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4970 "2018-08-04T20:22:23Z")

</div>

Further note about FleX integration, FleX fluids, ropes, rigidbodies all work on my current 4.20 port, but I get crash whenever there is a softbody in the scene. I think it’s related to crashreport: [https://issues.unrealengine/issue/UE-60339](https://issues.unrealengine/issue/UE-60339)  
For the time being, I think I’ll just wait what fix Epic pushes into 4.20.2 for (there wasn’t anything related on their 4.20 or dev branches yet).

Meanwhile, I’ve pushed work-in-progress version for UE 4.20.1 and FleX only :  
[https://github//UnrealEngi…/4.20-FleX](https://github//UnrealEngine/tree/4.20-FleX-WIP)  
Just keep in mind that softbodies will cause hard crash on it + I never even tried to package with it as I wanted it to work in the editor first.

edit -\> I also briefly looked into VXGI branch merge but it requires quite much work from the renderers side so I’ll not merge it for now. Same applies to HairWorks. I hope Nvidia will eventually push 4.20 versions on their UE4 forks, I can then do simple merge for the missing techs.

edit 2 -\> FleX should run now, I’ve disabled the ue4 check that halted the execution, would need a better fix for FleX side of things though.

---

<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:** [August 5, 2018, 2:08pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4971 "2018-08-05T14:08:22Z")

</div>

hi @ you mentioned some promising techniques for optimizing the dynamic cascade shadow performance. Is there any progression about that? Cryengine has an interesting about shadows:

 ![ces.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/1/1/117c4d5125323c5a28f20616aa41506a797fba95.jpeg) ​​​​​​​

​​​​​​​ ​​​​​​​

---

<div class="post-metadata">

**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:** [August 5, 2018, 11:57pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4972 "2018-08-05T23:57:04Z")

</div>

> [@0lento\_archive](#):
>
> Further note about FleX integration, FleX fluids, ropes, rigidbodies all work on my current 4.20 port, but I get crash whenever there is a softbody in the scene. I think it’s related to crashreport: [https://issues.unrealengine/issue/UE-60339](https://issues.unrealengine/issue/UE-60339)  
> For the time being, I think I’ll just wait what fix Epic pushes into 4.20.2 for (there wasn’t anything related on their 4.20 or dev branches yet).
> 
> Meanwhile, I’ve pushed work-in-progress version for UE 4.20.1 and FleX only :  
> [https://github//UnrealEngi…/4.20-FleX-WIP](https://github//UnrealEngine/tree/4.20-FleX-WIP)  
> Just keep in mind that softbodies will cause hard crash on it + I never even tried to package with it as I wanted it to work in the editor first.
> 
> edit-\> I also briefly looked into VXGI branch merge but it requires quite much work from the renderers side so I’ll not merge it for now. Same applies to HairWorks. I hope Nvidia will eventually push 4.20 versions on their UE4 forks, I can then do simple merge for the missing techs.

Thank you very much for your work and look forward to the arrival of the 4.20 integrated version.

---

<div class="post-metadata">

**Author:** ![Klikard](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Klikard](https://forums.unrealengine.com/u/Klikard)\
**Post date:** [August 6, 2018, 11:32pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4973 "2018-08-06T23:32:23Z")

</div>

> [@](#):
>
> As Derjvyn replied, 4.20-Physics is indeed only some physics modifications I’ve made for UE4, it’s not related to GameWorks, I might add Blast to the Physics branch tho as it’s physics related.
> 
> Also, the wmf media error should be fixed on the latest version of the 4.19-GameWorks repo 🙂 (it also wasn’t really an related to my GameWorks merge only, same happens on official 4.19.2 afaik, I pulled the fix from 4.20 for particular).

@ Ok i see thanks for response! 🙂

---

<div class="post-metadata">

**Author:** ![samrat333](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@samrat333](https://forums.unrealengine.com/u/samrat333)\
**Post date:** [August 10, 2018, 1:17pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4974 "2018-08-10T13:17:59Z")

</div>

4.20 hairworks ???

---

<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:** [August 11, 2018, 9:41am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4975 "2018-08-11T09:41:32Z")

</div>

> [@samrat333](#):
>
> 4.20 hairworks ???

As mentioned, I looked at it briefly, it would require bit too much of my time to port to 4.20 due to the engine changes on integration so I’m not porting it myself, but of course someone else might still do it. The techs I’ve ported didn’t require huge amount of work and that’s how they were selected now.

At stage I’m waiting for 4.20 HairWorks to appear on [https://github/niexuchina/UnrealEngineHairWorks](https://github/niexuchina/UnrealEngineHairWorks) and the other GameWorks things at (they are still all at 4.19)

[Previous page](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686.md?page=236)

[Next page](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686.md?page=238)
