# 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:** 252

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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:** [December 7, 2018, 10:35am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5261 "2018-12-07T10:35:29Z")

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> [@](#):
>
> I reproduced the compile error problem with the Elemental demo, and fixed it. 's the commit: /commit/30122eba2da63bd16da023f3a7ec5e702667646b  
> Epic is declaring samplers in their shaders very generously, although there is only 16 of them available on…
> 
> The uncached shaders could be caused by those compile errors actually. Please try the latest version.

Thank you for the repairs. I downloaded and tested them. Now everything seems to be working. VXGI can finally run normally in version 4.21. Thank you for your work.

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**Author:** ![enoes](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@enoes](https://forums.unrealengine.com/u/enoes)\
**Post date:** [December 8, 2018, 10:14pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5262 "2018-12-08T22:14:09Z")

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What is the VXGI compositing mode command ??

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**Author:** ![porckchop](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/porckchop/32/1085168_2.png) [@porckchop](https://forums.unrealengine.com/u/porckchop)\
**Post date:** [December 8, 2018, 10:25pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5263 "2018-12-08T22:25:53Z")

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Wow still nothing on 4.21 ☹

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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:** [December 10, 2018, 8:01am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5264 "2018-12-10T08:01:00Z")

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> [@porckchop](#):
>
> Wow still nothing on 4.21 ☹

mentioned that he doesn’t think anyone at Nvidia is working on getting FleX to 4.21 atm and I know I have my own port at hold atm as I’m rather busy and it takes just too long to fix it right now on my old CPU. Anyway, you are free to try porting FleX yourself, in fact everyone is. I mentioned my workflow on the previous page, you can try doing it yourself if you want. 🙂

But for GameWorks in 4.21 in general, Nvidia’s VXGI2+HBAO branch [is](https://forums.unrealengine.com/tree/VXGI2-4.21) and my 4.21-GameWorks merge branch is (Blast, Flow, HairWorks, HBAO+, TXAA, VXGI 2).

I have WIP FleX branch I can push online if someone else wants to fix the remaining conflicts (there are plenty). Reason why I don’t usually put these on github is because it usually helps if you can do everything from beginning yourself (as you then get better idea what happened during the merge to 4.21).

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**Author:** ![A100KA](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@A100KA](https://forums.unrealengine.com/u/A100KA)\
**Post date:** [December 10, 2018, 8:59am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5265 "2018-12-10T08:59:23Z")

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Hello, I have a question about when we can expect the ue4 4.21 Gameworks with blast, flow, hairworks, hbao, txaa, vxgi and Nvidia’s Volumetric Lighting:cool:

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**Author:** ![enoes](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@enoes](https://forums.unrealengine.com/u/enoes)\
**Post date:** [December 10, 2018, 10:17pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5266 "2018-12-10T22:17:24Z")

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> [@](#):
>
> mentioned that he doesn’t think anyone at Nvidia is working on getting FleX to 4.21 atm and I know I have my own port at hold atm as I’m rather busy and it takes just too long to fix it right now on my old CPU. Anyway, you are free to try porting FleX yourself, in fact everyone is. I mentioned my workflow on the previous page, you can try doing it yourself if you want. 🙂
> 
> But for GameWorks in 4.21 in general, Nvidia’s VXGI2+HBAO branch [is](https://forums.unrealengine.com/tree/VXGI2-4.21) and my 4.21-GameWorks merge branch is (Blast, Flow, HairWorks, HBAO+, TXAA, VXGI 2).
> 
> I have WIP FleX branch I can push online if someone else wants to fix the remaining conflicts (there are plenty). Reason why I don’t usually put these on github is because it usually helps if you can do everything from beginning yourself (as you then get better idea what happened during the merge to 4.21).

why nothing volumetric light ?

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<div class="post-metadata">

**Author:** ![porckchop](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/porckchop/32/1085168_2.png) [@porckchop](https://forums.unrealengine.com/u/porckchop)\
**Post date:** [December 11, 2018, 6:25am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5267 "2018-12-11T06:25:39Z")

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what does your WIP FleX actually have?

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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:** [December 11, 2018, 9:15am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5268 "2018-12-11T09:15:27Z")

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> [@](#):
>
> mentioned that he doesn’t think anyone at Nvidia is working on getting FleX to 4.21 atm and I know I have my own port at hold atm as I’m rather busy and it takes just too long to fix it right now on my old CPU. Anyway, you are free to try porting FleX yourself, in fact everyone is. I mentioned my workflow on the previous page, you can try doing it yourself if you want. 🙂
> 
> But for GameWorks in 4.21 in general, Nvidia’s VXGI2+HBAO branch [is](https://forums.unrealengine.com/tree/VXGI2-4.21) and my 4.21-GameWorks merge branch is (Blast, Flow, HairWorks, HBAO+, TXAA, VXGI 2).
> 
> I have WIP FleX branch I can push online if someone else wants to fix the remaining conflicts (there are plenty). Reason why I don’t usually put these on github is because it usually helps if you can do everything from beginning yourself (as you then get better idea what happened during the merge to 4.21).

I download your build 2 times and when I end build, I can’t found UE4 Editor application in Binaties - Win64. Please help

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**Author:** ![Anonymous\_57339a53b18173d74e1e64c05a6f8114](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Anonymous\_57339a53b18173d74e1e64c05a6f8114](https://forums.unrealengine.com/u/Anonymous_57339a53b18173d74e1e64c05a6f8114)\
**Post date:** [December 11, 2018, 8:11pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5269 "2018-12-11T20:11:52Z")

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Hey Guys, im trying to merge 3 Gamework branches, there are not much conflicts but everytime when im Opening the Visual Studio File i get // [https://puu.sh/CfHlV/f8fb9c5dd5.png](https://puu.sh/CfHlV/f8fb9c5dd5.png) ///  
Can someone please help me with that?

Thats is how i Done it  
Start with the Original VXGI 4.21, than Add Olentos Git as Remote, than cherry pick the Commits he have for the Merge (and solve the conflicts), after that i was running the Setup.bat, and than Generate Project Files… and than Problem…hope someone can help me… would be !

Thanks!

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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:** [December 12, 2018, 11:19am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5270 "2018-12-12T11:19:24Z")

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please merge in gameworks 4.21 flex and **Cataclysm**

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<div class="post-metadata">

**Author:** ![enoes](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@enoes](https://forums.unrealengine.com/u/enoes)\
**Post date:** [December 13, 2018, 2:21pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5271 "2018-12-13T14:21:30Z")

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> [@samrat333](#):
>
> please merge in gameworks 4.21 flex and **Cataclysm**

and volumetric light and true sky plugin

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**Author:** ![SPH\_000](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SPH\_000](https://forums.unrealengine.com/u/SPH_000)\
**Post date:** [December 13, 2018, 3:10pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5272 "2018-12-13T15:10:56Z")

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Hi;

I have been working in a blast build, ue4.18.3, I noticed that in engine toolkit handles fracturing planes well, when using the blast authoring tool that comes with the blast git (the commanline tool), fracturing objects that have planes result in errors. I’m working on the trees at the moment, leaves and branch planes are giving problems with blast.

How does the engine toolkit keep it from giving “co-planar” and other related fracturing errors when fracturing meshes with planes?  
Is there a way of altering the blast in engine toolkit so that island generation properly produces bonds?

I would like to use the commandline tool as i know it can be changed to create bonds between island chunks and add world bonds, if the same can be achieved in editor please tell me, I don’t see NvBlastExtAuthoringBondGeneratorImpl.cpp anywhere in the code to change it.

Any help is appreciated, sorry if is not the place to post .

THANKS

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**Author:** ![Gallonmate](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Gallonmate](https://forums.unrealengine.com/u/Gallonmate)\
**Post date:** [December 13, 2018, 4:12pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5273 "2018-12-13T16:12:14Z")

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Looks like Blast support was just pushed by Epic to the UE4 promoted branch, which I guess would eventually be considered future release 4.22.

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<div class="post-metadata">

**Author:** ![EV2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@EV2](https://forums.unrealengine.com/u/EV2)\
**Post date:** [December 14, 2018, 2:08am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5274 "2018-12-14T02:08:37Z")

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treing to install UnrealEngine-VXGI2-4.21 .  
folowed these instructions [https://www.unrealengine/en-US/ue4-on-github](https://www.unrealengine/en-US/ue4-on-github)  
downloaded engine from github , truing yo tun its setup and getting an error  
what should i do to fix it?

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<div class="post-metadata">

**Author:** ![anonymous\_user\_1a9db4f4](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_1a9db4f4](https://forums.unrealengine.com/u/anonymous_user_1a9db4f4)\
**Post date:** [December 14, 2018, 2:29pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5275 "2018-12-14T14:29:39Z")

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Guys I am using WaveWorks right now with 4.20, It’s great.  
But I got one questions about it is that:

How can I make the ship waves(splashes and foams) when the ship moves just like in the sample video provided by NV.

Or Do I need Flex as well to make it work?

Thanks guys!

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<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:** [December 14, 2018, 5:59pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5276 "2018-12-14T17:59:21Z")

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plaese merge in gameworks 4.21 flex and **Cataclysm**

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<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:** [December 15, 2018, 3:26am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5277 "2018-12-15T03:26:17Z")

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[https://github/mcarlson-nvidia/UnrealEngine/tree/Cataclysm-4.20](https://github/mcarlson-nvidia/UnrealEngine/tree/Cataclysm-4.20)

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<div class="post-metadata">

**Author:** ![Anonymous\_57339a53b18173d74e1e64c05a6f8114](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Anonymous\_57339a53b18173d74e1e64c05a6f8114](https://forums.unrealengine.com/u/Anonymous_57339a53b18173d74e1e64c05a6f8114)\
**Post date:** [December 15, 2018, 4:45pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5278 "2018-12-15T16:45:02Z")

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What i need to run when im adding Files to a Project?, when i want Merge Gameworks , and im just adding 1 NEW File or dll libary i get Problem when i generate project Files, can someone please help me

Thanks

[https://puu.sh/CfHlV/f8fb9c5dd5.png](https://puu.sh/CfHlV/f8fb9c5dd5.png)

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<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:** [December 15, 2018, 5:52pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5279 "2018-12-15T17:52:26Z")

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> [@](#):
>
> What i need to run when im adding Files to a Project?, when i want Merge Gameworks , and im just adding 1 NEW File or dll libary i get Problem when i generate project Files, can someone please help me
> 
> Thanks
> 
> [https://puu.sh/CfHlV/f8fb9c5dd5.png](https://puu.sh/CfHlV/f8fb9c5dd5.png)

select ue4 and build

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<div class="post-metadata">

**Author:** ![gaaooee](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@gaaooee](https://forums.unrealengine.com/u/gaaooee)\
**Post date:** [December 15, 2018, 8:33pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5280 "2018-12-15T20:33:02Z")

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Are the test projects blueprint only or blueprint and/0r C++??

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