# 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:** 247

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**Author:** ![HaBe2305](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/habe2305/32/1069784_2.png) [@HaBe2305](https://forums.unrealengine.com/u/HaBe2305)\
**Post date:** [October 29, 2018, 5:58pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5159 "2018-10-29T17:58:15Z")

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> [@pawel9091](#):
>
> Hi, Could someone give me link with WORKING hairwork 4.20 ? 🙂 I download from 2 link and after build i have error when I run editor ;/

's branch definitely works - at least for me: [https://github//UnrealEngi…4.20-HairWorks](https://github//UnrealEngine/tree/4.20-HairWorks)  
If you can’t compile successfully or get errors in editor after startup, it may be related to something else. Post again with additional info if so and you’ll certainly get help.

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**Author:** ![pawel9091](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@pawel9091](https://forums.unrealengine.com/u/pawel9091)\
**Post date:** [October 30, 2018, 9:49am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5160 "2018-10-30T09:49:18Z")

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> [@HaBe2305](#):
>
> 's branch definitely works - at least for me: [https://github//UnrealEngi…4.20-HairWorks](https://github//UnrealEngine/tree/4.20-HairWorks)  
> If you can’t compile successfully or get errors in editor after startup, it may be related to something else. Post again with additional info if so and you’ll certainly get help.

I build and I have error :

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**Author:** ![HaBe2305](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/habe2305/32/1069784_2.png) [@HaBe2305](https://forums.unrealengine.com/u/HaBe2305)\
**Post date:** [October 30, 2018, 4:18pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5161 "2018-10-30T16:18:32Z")

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> [@pawel9091](#):
>
> I build and I have error :

If you could send me your last build logs for a start, I could have a look and help you much better. From the errors you get it doesn’t look like it’s directly related to HairWorks. You’ll find the build logs in \Engine\Programs\UnrealBuildTool\

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**Author:** ![Yorich](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Yorich](https://forums.unrealengine.com/u/Yorich)\
**Post date:** [October 30, 2018, 8:30pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5162 "2018-10-30T20:30:21Z")

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Hi, in WaveworksTester Project have a problem with Antialias. When switch to Play the Antialias missed and still not work when I stop Play…  
Any workaround for ?

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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:** [October 30, 2018, 8:55pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5163 "2018-10-30T20:55:36Z")

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@pawel9091 Those error messages make it look like there’s some bigger on your build itself. Make sure you’ve followed all steps properly on build instructions ([https://github//UnrealEngine/blob/4.20-HairWorks/README.md](https://github//UnrealEngine/blob/4.20-HairWorks/README.md)). Make sure you run setup before generating the project files and use up-to-date visual studio.

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**Author:** ![\_DySands](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/_dysands/32/779237_2.png) [@\_DySands](https://forums.unrealengine.com/u/_DySands)\
**Post date:** [October 30, 2018, 10:05pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5164 "2018-10-30T22:05:38Z")

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@HaBe2305\*\* I’ve just started to open my world to Git, Nvidia Gameworks and the whole process behind it, i’m not exact on how much easier you’ve made my life with your dedicated hard work but i’m extremely grateful! If you ever need anything (besides the GPU which i wish i could help you with) let me know!\*\*

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**Author:** ![HaBe2305](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/habe2305/32/1069784_2.png) [@HaBe2305](https://forums.unrealengine.com/u/HaBe2305)\
**Post date:** [October 31, 2018, 1:18pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5165 "2018-10-31T13:18:49Z")

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> [@Yorich](#):
>
> Hi, in WaveworksTester Project have a problem with Antialias. When switch to Play the Antialias missed and still not work when I stop Play…  
> Any workaround for ?

I remember seeing a node that disables Anitaliasing in one of the Blueprints from the WaveWorks demo, don’t know exactly which one, but you may want to check there first, pretty sure that’s your problem right now.

> [@\_DySands](#):
>
> @HaBe2305\*\* I’ve just started to open my world to Git, Nvidia Gameworks and the whole process behind it, i’m not exact on how much easier you’ve made my life with your dedicated hard work but i’m extremely grateful! If you ever need anything (besides the GPU which i wish i could help you with) let me know!\*\*

Actually, that honor belongs to @. My fork is based on his work, and I just added the WaveWorks port yet. Without him, there would be nothing. 🙂

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**Author:** ![\_DySands](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/_dysands/32/779237_2.png) [@\_DySands](https://forums.unrealengine.com/u/_DySands)\
**Post date:** [October 31, 2018, 7:38pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5166 "2018-10-31T19:38:50Z")

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> [@HaBe2305](#):
>
> Actually, that honor belongs to @. My fork is based on his work, and I just added the WaveWorks port yet. Without him, there would be nothing. 🙂

I had just found that out haha, but it still doesn’t change the fact that you’ve been dedicated a lot of work and effort and that is very much appreciated!

Also I’ve personally been working on a pretty [ambitious dream projec](https://www.playresponding)[t](https://www.playresponding/) that has been ongoing for +2 years, if you’re interested i’m looking for help with c++ programming and various other aspects of development.

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**Author:** ![Yorich](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Yorich](https://forums.unrealengine.com/u/Yorich)\
**Post date:** [October 31, 2018, 8:15pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5167 "2018-10-31T20:15:34Z")

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> [@HaBe2305](#):
>
> I remember seeing a node that disables Anitaliasing in one of the Blueprints from the WaveWorks demo, don’t know exactly which one, but you may want to check there first, pretty sure that’s your problem right now.

I tried to see, but I did not find anything. If someone can help for … it would be greatly appreciated

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**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:** [October 31, 2018, 9:18pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5168 "2018-10-31T21:18:47Z")

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> [@0lento\_archive](#):
>
> Oh, you had THAT. It’s actually 4.19, not really related to FleX. I put the fix for it on my 4.19-Gameworks but fix isn’t in the FleX PR because it’s unrelated.
> 
> Basically you need to do change: [https://github//UnrealEngi…3c26e712a9c70d](https://github//UnrealEngine/commit/ec1225096c899596198120d0f23c26e712a9c70d) or if you don’t need the media plugin just disable the WMF Media plugin from your project (as it’s the one that throws that error on packaging).

It worked!! Thank you so much!

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**Author:** ![Yorich](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Yorich](https://forums.unrealengine.com/u/Yorich)\
**Post date:** [November 1, 2018, 2:45pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5170 "2018-11-01T14:45:41Z")

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> [@HaBe2305](#):
>
> I remember seeing a node that disables Anitaliasing in one of the Blueprints from the WaveWorks demo, don’t know exactly which one, but you may want to check there first, pretty sure that’s your problem right now.

OK! The Logic Blueprint! Very thanks!

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<div class="post-metadata">

**Author:** ![\_DySands](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/_dysands/32/779237_2.png) [@\_DySands](https://forums.unrealengine.com/u/_DySands)\
**Post date:** [November 5, 2018, 9:06pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5171 "2018-11-05T21:06:36Z")

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I’m having a hard time integrating AudioKinetic’s Wwise into the gameworks engine and i hope someone can help me out.  
When launching the engine it gave me an error saying it was missing a specific file (AKaudio) i had followed the instructions for the Wwise manual integration perfectly and couldn’t find anything about it on google.  
I’ve now restarted with a clean branch from @HaBe2305 but i require the wwise plugin to open my project, it is a very uncommon problem I assume but I still hope someone is able to help out.

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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:** [November 7, 2018, 11:08pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5172 "2018-11-07T23:08:59Z")

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Since 4.21 released now, I pushed now my physics modifications and Nvidia Blast into 4.21.0-release :

Don’t try to build branch with VS2015, I tried that and got one really weird bug on overlap check that would crash the engine. Bug isn’t present when compiling with VS2017 (which is default for 4.21 anyway).

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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:** [November 8, 2018, 11:13pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5173 "2018-11-08T23:13:37Z")

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Small status report, I pushed few techs in 4.21-GameWorks now:  
(includes 4.21.0-release, Blast, Flow, TXAA and my physics modifications)

I got HBAO+ and Volumetric Lighting both compiled on 4.21 as well but they require some additional changes to display properly so they are not in the public merge branch. Flex will take some additional effort due to the physics changes in 4.21 (had to do bunch of changes for Blast and Flow too) and I didn’t examine HairWorks that much yet but it at least has some namespace that needs to be sorted out.

HBAO+ isn’t all that important now that built-in SSAO works in forward rendering with 4.21 but I’ll see if I can sort the rendering changes out so I can include it , shouldn’t be too big of an.

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**Author:** ![Dreika](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/dreika/32/616695_2.png) [@Dreika](https://forums.unrealengine.com/u/Dreika)\
**Post date:** [November 9, 2018, 1:10am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5174 "2018-11-09T01:10:21Z")

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HairWorks is inferior NeoFur, because it does not support object collisions in Ue4. That is, when the character suddenly lies on the bed, the hair fails and does not get disoriented on the bed.

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/d/a/ddafab35bf412a96557d9bc883a733c119c93dca.jpeg "Justice Trailer - AMD TressFX technológia") ](https://www.youtube.com/watch?v=2-R5a05Dsc8)

For games VR HairWorks is not suitable, because I can not brake my hair because there is no interaction with collisions with UE4!  
[https://drive.google/open?id=1z2…VcVc-wT5ciJTY5](https://drive.google/open?id=1z2wqZThBjP1Ohw4Yy9VcVc-wT5ciJTY5)

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<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:** [November 9, 2018, 3:54am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5175 "2018-11-09T03:54:31Z")

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Most of the content of Gameworks has been pushed to 4.21, and it seems that VXGI updates to 4.21 are far away.

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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:** [November 9, 2018, 1:34pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5176 "2018-11-09T13:34:54Z")

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“Most” is bit of an exaggeration when all I have properly running at the moment on 4.21 is Blast, Flow and TXAA 🙂

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<div class="post-metadata">

**Author:** ![anon25758226](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anon25758226](https://forums.unrealengine.com/u/anon25758226)\
**Post date:** [November 10, 2018, 2:52pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5177 "2018-11-10T14:52:44Z")

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As an amateur at game-making I am interested in having the functionality of FLEX. I saw it in a Youtube video andI have tried to follow the instrux in the following link from 2015: [https://forums.unrealengine/development-discussion/engine-source-github/42701-how-to-integrate-nvidia-flex-into-unreal-engine-4](https://forums.unrealengine/development-discussion/engine-source-github/42701-how-to-integrate-nvidia-flex-into-unreal-engine-4).  
However, I can’t make it work. I did get a partial result following the instrux in the link. The downloaded file unzips to a set of directories but the projects step fails as does everything after that. I tried to run one of the incomplete projects in 4.19 and got an error stating it was made with an older version of UE. I notice there is no material in the directories anyway.  
Do I need to use only older versions of these programs? Is Flex available from a Plugin, or a downloadable project in Marketplace? Are the functions of Flex already integrated into UE4?

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<div class="post-metadata">

**Author:** ![benicourt](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@benicourt](https://forums.unrealengine.com/u/benicourt)\
**Post date:** [November 11, 2018, 7:32am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5178 "2018-11-11T07:32:51Z")

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Hello everybody,

I’d like to know what tool of Gameworks is “really integrated” in UE4 actually. If i visit page: :I see tools like Cataclysm - sort of abandonned project… What about Flex, flow or Blast ?  
I see in thread many forks which port the official nvidia to 4.20 or 4.21…  
I think VRWorks is integrated… but what % of …

For me, integrated is that we can use it without recompile a fork of UE4 Editor… such as un plugin.

\*\*Could you pl **ease clarif** y \*\* ? What is the politic of Epic and Nvidia ?

Many Thanks,  
Greg

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<div class="post-metadata">

**Author:** ![kostenickj](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@kostenickj](https://forums.unrealengine.com/u/kostenickj)\
**Post date:** [November 11, 2018, 2:04pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5179 "2018-11-11T14:04:05Z")

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> [@benicourt](#):
>
> Hello everybody,
> 
> I’d like to know what tool of Gameworks is “really integrated” in UE4 actually. If i visit page: :I see tools like Cataclysm - sort of abandonned project… What about Flex, flow or Blast ?  
> I see in thread many forks which port the official nvidia to 4.20 or 4.21…  
> I think VRWorks is integrated… but what % of …
> 
> For me, integrated is that we can use it without recompile a fork of UE4 Editor… such as un plugin.
> 
> \*\*Could you pl **ease clarif** y \*\* ? What is the politic of Epic and Nvidia ?
> 
> Many Thanks,  
> Greg

Gameworks tech will never be “integrated” into unreal like you describe. They will always require a fork and custom engine build

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