# 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:** 256

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**Author:** ![Nobandegan](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Nobandegan](https://forums.unrealengine.com/u/Nobandegan)\
**Post date:** [January 28, 2019, 6:04am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5342 "2019-01-28T06:04:32Z")

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first of all thank you so much @ for great job,  
plz complete the flex, i realy need it

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**Author:** ![FatmirVaraku](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@FatmirVaraku](https://forums.unrealengine.com/u/FatmirVaraku)\
**Post date:** [January 28, 2019, 10:24am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5343 "2019-01-28T10:24:43Z")

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**Hi thank you for all**  
Can you help me,i want to put a plugin in your branch 4.21 Gameworks,i put to directory plugin,i regenerate project but i have warnings direcory public and privat does not exist.And when finish build,editor not open,because of plugin warnings does not exist.Plugin is same version for 4.21

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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:** [January 28, 2019, 11:22pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5344 "2019-01-28T23:22:04Z")

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> [@](#):
>
> Same deal, although VL at least does compile but it has a rendering. I doubt the fix for would be big even if one examined the 4.21 renderer changes, would probably be really simple fix for the nvidia itself as they know what they are doing there.

we will see raytracing and gameworks branch on the future ???

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**Author:** ![Swdan](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Swdan](https://forums.unrealengine.com/u/Swdan)\
**Post date:** [January 28, 2019, 11:25pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5345 "2019-01-28T23:25:38Z")

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> [@Bigodon](#):
>
> Hi, I’m working on a archviz scene for my portifolio and I really need help  
> i’m doing a beach scenery restaurant and using waveworks 4.19, but i’m facing a real hard time to capture the shore beach sand and make waves working… what exactly I need to do to make the waves on shore working like the demo gdc scene that comes with custom build editor? I selected the “WaveWorksShorelineCapture” and tried all three options available: render scene primitives and selecting the static mesh of beach sand, legacy or visible only, nothing works ☹
> 
> I didn’t find any useful docs or youtube videos that can helping me out on one, then I gave up and getting in touch

ye. shore capture in sample project is broken.  
upd: get shoreline mat onto your landscape then capture. then reapply your mat  
anyone saw any documentation on waveworks usage?

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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:** [January 30, 2019, 1:24pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5346 "2019-01-30T13:24:04Z")

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hey, i want an High Poly GrowthMesh for Hairworks, is that Possible?, Cuz the Export Plugins, give me everytime error about Duplicated Splines, Cuz it seems that Its Limited for LowPoly GrowthMeshes, but on some cases its not enough, can anyone help me with that?

Thanks

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**Author:** ![Devostated](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Devostated](https://forums.unrealengine.com/u/Devostated)\
**Post date:** [January 31, 2019, 10:45am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5347 "2019-01-31T10:45:24Z")

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Hey,  
i’d like to request a 4.21 VXGI 1 version. Alot of people still use a 4.17 branch for using VXGI 1.  
are some screenshots for comparison made by Fuze.

VXGI1: [https://imgur/a/3fp8gGx](https://imgur/a/3fp8gGx)  
VXGI2: [https://imgur/a/z0JsCRO](https://imgur/a/z0JsCRO)

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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:** [February 1, 2019, 1:14am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5348 "2019-02-01T01:14:32Z")

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> [@Devostated](#):
>
> Hey,  
> i’d like to request a 4.21 VXGI 1 version. Alot of people still use a 4.17 branch for using VXGI 1.  
> are some screenshots for comparison made by Fuze.
> 
> VXGI1: [https://imgur/a/3fp8gGx](https://imgur/a/3fp8gGx)  
> VXGI2: [https://imgur/a/z0JsCRO](https://imgur/a/z0JsCRO)

VXGI 1 is better than 2. İnteresting. 4,21 branch is in some problem. Another branch try please

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<div class="post-metadata">

**Author:** ![Bigodon](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Bigodon](https://forums.unrealengine.com/u/Bigodon)\
**Post date:** [February 1, 2019, 6:07pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5349 "2019-02-01T18:07:02Z")

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> [@Swdan](#):
>
> ye. shore capture in sample project is broken.  
> upd: get shoreline mat onto your landscape then capture. then reapply your mat  
> anyone saw any documentation on waveworks usage?

hey swadan, thanks for ! never could figure out we had to put their shoreline mat, capture it and back our original material  
actually I did what you said and works, I could finally capture my own shoreline, but there is always a but…

looks like waveworks cannot understand the shoreline capture from static meshes, my beach is a SM and not a landscape

And shoreline shape looks like it MUST be a island (I mean, all sides must be connected to a island format, the shape of island could be anything we want, but have to be like ), I captured my beach static mesh, is a huge rectangle and the shoreline couldn’t understand correctly, needed to capture only the part on texture border of the beach and not the full rectangle, that’s kind bizarre having full retangular foam, lol.

I did another test, I have a small island static mesh and the shoreline captures it, but… yeah, the foam comes from inside the island to outside, must be the opposite. And waveworks cannot understand the foam around island corners is different from the foam from the beach, it just use the same foam for making shoreline.

I wish nvidia did something with more control, like we can paint the shoreline on our static meshes and landscapes, by using a spline or something like  
and be able to use ocean foam as a material, so we can just drag and drop foam like a deferred decal or blueprint in order to do a scene composition

currently it is very limited (and I have absolutely no idea how to make usage of their foam for do that, since i’m not dev)

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**Author:** ![GenericNickname7](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@GenericNickname7](https://forums.unrealengine.com/u/GenericNickname7)\
**Post date:** [February 4, 2019, 8:53am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5350 "2019-02-04T08:53:40Z")

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Can’t package a game on 4.19 flex build.

UATHelper: Packaging (Windows (64-bit)): ERROR: UBT ERROR: Failed to produce item: D:\ue\UnrealEngine\Engine\Plugins\GameWorks\Flex\Binaries\Win64\Game-Flex-Win64-Shipping.lib  
PackagingResults: Error: UBT ERROR: Failed to produce item: D:\ue\UnrealEngine\Engine\Plugins\GameWorks\Flex\Binaries\Win64\Game-Flex-Win64-Shipping.lib  
UATHelper: Packaging (Windows (64-bit)): ERROR: Command failed (Result:5): D:\ue\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe Game Win64 Shipping -Project=“X:\2 4.19\Game.uproject” “X:\2 4.19\Game.uproject” -NoUBTMakefiles -remoteini=“X:\2 4.19” -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'Unreal  
PackagingResults: Error: Command failed (Result:5): D:\ue\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe Game Win64 Shipping -Project=“X:\2 4.19\Game.uproject” “X:\2 4.19\Game.uproject” -NoUBTMakefiles -remoteini=“X:\2 4.19” -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2019.02.03-23  
PackagingResults: Error: Unknown Error  
Please help

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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:** [February 4, 2019, 2:27pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5351 "2019-02-04T14:27:26Z")

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> [@The\_Reaper77\_](#):
>
> Can’t package a game on 4.19 flex build.

4.19 Flex from NvPhysX is broken for packaging, I did a PR for ages ago but nobody from Nvidia merged it:  
/pull/523 (PR from 2018 summer)

My PR branch : [https://github//UnrealEngi…PR-FleX-4.19.2](https://github//UnrealEngine/tree/PR-FleX-4.19.2)

to fix the standalone packaging, you at least need to include fixes in commit: [https://github/NvPhysX/UnrealEng…cfefd93ee3f41c](https://forums.unrealengine.com/pull/523/commits/ede1a61cac1fb573b5167ab844cfefd93ee3f41c)

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<div class="post-metadata">

**Author:** ![FatmirVaraku](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@FatmirVaraku](https://forums.unrealengine.com/u/FatmirVaraku)\
**Post date:** [February 4, 2019, 5:13pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5352 "2019-02-04T17:13:08Z")

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Hi can you help me with ,please.  
 ![Untitled.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/2/9/291f33228a09724615725e901ac6ecb6bbe672c5.png)

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<div class="post-metadata">

**Author:** ![MaximeDupart](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/maximedupart/32/1194606_2.png) [@MaximeDupart](https://forums.unrealengine.com/u/MaximeDupart)\
**Post date:** [February 4, 2019, 8:20pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5353 "2019-02-04T20:20:13Z")

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Should create a thread at point :rolleyes:

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<div class="post-metadata">

**Author:** ![Kayzield909](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Kayzield909](https://forums.unrealengine.com/u/Kayzield909)\
**Post date:** [February 4, 2019, 9:33pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5354 "2019-02-04T21:33:05Z")

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Hi all, I’ve been tweaking Nvidia Flow and I can’t seem to get my emitter particles to collide with a complex shape (only colliding with simple). Problem is I want the smoke to flow through a funnel (practice) and jet engine (real application). Any tips? Flex works but doesn’t support VR stereo rendering so holding off on it for now (wanna save my fps). Any tips?

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<div class="post-metadata">

**Author:** ![GenericNickname7](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@GenericNickname7](https://forums.unrealengine.com/u/GenericNickname7)\
**Post date:** [February 5, 2019, 1:42pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5355 "2019-02-05T13:42:06Z")

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> [@](#):
>
> 4.19 Flex from NvPhysX is broken for packaging, I did a PR for ages ago but nobody from Nvidia merged it:  
> /pull/523 (PR from 2018 summer)
> 
> My PR branch : [https://github//UnrealEngi…PR-FleX-4.19.2](https://github//UnrealEngine/tree/PR-FleX-4.19.2)
> 
> to fix the standalone packaging, you at least need to include fixes in commit: [https://github/NvPhysX/UnrealEng…cfefd93ee3f41c](https://forums.unrealengine.com/pull/523/commits/ede1a61cac1fb573b5167ab844cfefd93ee3f41c)

Why they even have 4.19 build if it is broken. They even know it is broken and never cared to warn people or remove it. is so careless.

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<div class="post-metadata">

**Author:** ![Gallonmate](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Gallonmate](https://forums.unrealengine.com/u/Gallonmate)\
**Post date:** [February 5, 2019, 4:51pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5356 "2019-02-05T16:51:52Z")

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@Kayzield909 In the regular ue4, complex collision isn’t supported as a actor. So it might be related to that. Try importing a custom collision with the model part instead.

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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:** [February 6, 2019, 2:16am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5357 "2019-02-06T02:16:49Z")

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> [@FatmirVaraku](#):
>
> Hi can you help me with ,please.

No idea on that or how you got into that situation.

> [@Kayzield909](#):
>
> Flex works but doesn’t support VR stereo rendering so holding off on it for now (wanna save my fps).

Afaik, FleX might work in VR if you don’t use instanced stereo, haven’t tested myself though.

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<div class="post-metadata">

**Author:** ![anonymous\_user\_11deb4db1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_11deb4db1](https://forums.unrealengine.com/u/anonymous_user_11deb4db1)\
**Post date:** [February 6, 2019, 4:04am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5358 "2019-02-06T04:04:06Z")

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> [@Devostated](#):
>
> Hey,  
> i’d like to request a 4.21 VXGI 1 version. Alot of people still use a 4.17 branch for using VXGI 1.  
> are some screenshots for comparison made by Fuze.
> 
> VXGI1: [https://imgur/a/3fp8gGx](https://imgur/a/3fp8gGx)  
> VXGI2: [https://imgur/a/z0JsCRO](https://imgur/a/z0JsCRO)

can you look into ?

/issues/591

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<div class="post-metadata">

**Author:** ![Vanillastarco](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Vanillastarco](https://forums.unrealengine.com/u/Vanillastarco)\
**Post date:** [February 7, 2019, 8:18am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5359 "2019-02-07T08:18:31Z")

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how to get access to FLEX download? can’t open github pages crr 404

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<div class="post-metadata">

**Author:** ![DsyD](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DsyD](https://forums.unrealengine.com/u/DsyD)\
**Post date:** [February 7, 2019, 8:23pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5360 "2019-02-07T20:23:32Z")

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> [@DsyD](#):
>
> For the VXGI build, does anyone know how to get the engine to “ignore” a slot in a multi-material-slot mesh for the purposes of determining occlusion?
> 
> It seems that Translucent materials are ignored, which I guess makes some sense.
> 
> But if I have a mesh with multiple material slots, it seems to ignore the \*\*entire \*\*mesh if just \*\*one \*\*slot has a Translucent material, even if all of the other slots are Opaque.
> 
> for table mesh, I have two material slots.
> 
> **Image 1** : both slots Opaque:
> 
> ![image_131099.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/0/5/05891acbba3bbf9e7894a601e4a2efb415b80a9c.jpeg)
> 
> **Image 2** : One slot Opaque, other Translucent (entire mesh is missing from reflection):
> 
> ![image_131100.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/3/9/398caf07f4983234fd79731e61790852943fe1ea.jpeg)
> 
> Image 3: One slot Opaque, the other WorldGridMaterial (only WorldGridMaterial is missing from reflection):
> 
> ![image_131103.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/8/a/8a52434675c91bd6207b9aca70482ac9b192e5b9.jpeg)
> 
> In the last image, you can tell from the reflection that the engine is treating the Opaque-material part of the mesh (bottom part of table) as an occluder and ignoring the WorldGridMaterial (top of the table). How can I get it to do the same thing with the material setup in Image 2?

Does anyone know if problem above is fixed in 4.20.3 VXGI?

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<div class="post-metadata">

**Author:** ![Cytokinetik](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Cytokinetik](https://forums.unrealengine.com/u/Cytokinetik)\
**Post date:** [February 8, 2019, 1:57am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5363 "2019-02-08T01:57:21Z")

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> [@formatmezzz](#):
>
> can you look into ?
> 
> /issues/591

I have ported VXGI 1 into 4.19 and it works as intended. I will port it to 4.20 by the end of weekend, but I believe many more changes were made in 4.21 regarding a few things, so I may not have the required skill for 4.21 VXGI 1.

I can upload 4.19 if anyone wants that, it has everything merged in GW with VXGI 1 instead. It’s a built local version though so like 15gb dl.

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