# 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:** 257

<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 8, 2019, 9:34am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5364 "2019-02-08T09:34:22Z")

</div>

> [@karma4jake](#):
>
> 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.

just upload the branch onto github i would like thanks, maybe can get VXGI 1 merged in with newer 4.20+

---

<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 9, 2019, 7:46pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5365 "2019-02-09T19:46:37Z")

</div>

> [@formatmezzz](#):
>
> maybe can get VXGI 1 merged in with newer 4.20+

I doubt it’ll be quick port to 4.20+, at least VXGI 2 wouldn’t have been (also reason why there’s no VXGI 2 on my 4.20-GameWorks branch).

---

<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 10, 2019, 5:03am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5366 "2019-02-10T05:03:06Z")

</div>

> [@karma4jake](#):
>
> 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.

can you upload to github or something? thanks

---

<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 10, 2019, 5:05am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5367 "2019-02-10T05:05:11Z")

</div>

> [@formatmezzz](#):
>
> just upload the branch onto github i would like thanks, maybe can get VXGI 1 merged in with newer 4.20+

I will checkout 4.20 and try to branch it all the proper way

---

<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 10, 2019, 9:06am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5369 "2019-02-10T09:06:17Z")

</div>

> [@Gallonmate](#):
>
> you can’t share ue4 source code openly like that. You risk losing your entire UE4 account lol. You can only share it privately with other UE4 licensed users, or through a proper forked git.

I was worried about that, it is because I did not originally use github locally, and would have to spend hours starting from scratch for no reason. I guess I will have to take it down now,

---

<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 10, 2019, 9:45am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5370 "2019-02-10T09:45:17Z")

</div>

I mean I’m not too familiar with git but why can’t you just fork from UE4 and create new file/upload your files as a new branch.  
I don’t personally use gameworks right now, I just didn’t want to see anyone get in trouble, but I also don’t want to see you waste hours rebuilding a repository if you don’t need too.

Maybe has some tips.

---

<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 10, 2019, 12:10pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5371 "2019-02-10T12:10:21Z")

</div>

> [@Gallonmate](#):
>
> Maybe has some tips.

If the gitignore is setup right, all you’d need to do is to make your own fork, checkout 4.19.2-release and make a custom branch from it, then copy/paste from your offline version there and overwrite all engine files in that dir, add all changes to git, commit and if it’s fine, push to github.

Sometimes these GameWorks branches don’t have all things setup for gitignore so it will also ignore some needed binary files but can’t tell how it was on VXGI. I personally avoid issues like these most of the time by doing the merges in place so those binaries will be included regardless. If some files do get left behind, you just have to manually edit the .gitignore.

All being said… how on earth did you manage to merge VXGI 1 without git? There are tons of changes all around the engine for so doing it manually must have taken ages (plus it’s more error prone).

---

<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 11, 2019, 4:49am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5372 "2019-02-11T04:49:44Z")

</div>

Ya it took several hours because 4.19 had shader and camera matrix changes from 4.18, so I had to change a few things around in the code. I think 4.20 has more of these changes so I am not sure about going any further with it. I even used Notepad++ instead of github lol.

---

<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:** [February 11, 2019, 4:53am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5373 "2019-02-11T04:53:59Z")

</div>

Why are you guys messing with 4.20 when it has a lot of issues, especially with physics, shouldn’t you be messing with 4.21. At least.

---

<div class="post-metadata">

**Author:** ![ahmadsy1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ahmadsy1](https://forums.unrealengine.com/u/ahmadsy1)\
**Post date:** [February 13, 2019, 8:47am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5375 "2019-02-13T08:47:03Z")

</div>

@edulofter Hi. Can you explain to me how to move flex last stable release for ue4 (it’s 19.2 version) to 21.1.2 i.e to a repository “GameWorks” by @ ? How i can start to do it? I’m a beginner but i very, very need it. Any advice will be very highly rated.

---

<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 14, 2019, 11:06am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5376 "2019-02-14T11:06:13Z")

</div>

@ahmadsy1 he was quoting my post from last month (I dunno why):

> [@](#):
>
> The main with FleX is just the work amount, I haven’t encountered any showstoppers there, I just simply don’t have time to fix all the issues. Main thing that will keep people busy who will try to port it to 4.21 is the physics changes but you can find plenty of examples of the new physics interface on the code base ( is how I ported Blast to 4.21).

---

<div class="post-metadata">

**Author:** ![ahmadsy1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ahmadsy1](https://forums.unrealengine.com/u/ahmadsy1)\
**Post date:** [February 14, 2019, 2:09pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5377 "2019-02-14T14:09:55Z")

</div>

@ I tried to build. But, of course, i got so many stupid errors, which was never appearing in early versions.

---

<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:** [February 14, 2019, 8:03pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5378 "2019-02-14T20:03:36Z")

</div>

Hey anyone knows how to Interact with an Hairworks Component?

Means when my Hero Have 1 Hairworks Asset(Material) how can i change variable from Material?

is Kinda Bad, nothing works, and i get everytime returning hairworksmat\_0 on debugging.

(blueprint)

---

<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 16, 2019, 10:53am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5379 "2019-02-16T10:53:47Z")

</div>

> [@ahmadsy1](#):
>
> @0lento_archive I tried to build. But, of course, i got so many stupid errors, which was never appearing in early versions.

is expected as nobody has ported FleX fully to 4.21. If anyone wants to get it running, they need to first learn git and how UE4’s c++ engine code works and then spend from few days to weeks to fix it (depending on your skill level and how fast you work).

---

<div class="post-metadata">

**Author:** ![OptimisticMonkey](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/optimisticmonkey/32/906571_2.png) [@OptimisticMonkey](https://forums.unrealengine.com/u/OptimisticMonkey)\
**Post date:** [February 18, 2019, 3:45am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5380 "2019-02-18T03:45:28Z")

</div>

@ is Blast completely implemented as plugin? Or does it require engine modifications to use in stock 4.21.2?

---

<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 18, 2019, 4:22am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5381 "2019-02-18T04:22:05Z")

</div>

Blast is included in regular ue4 4.22 branch. It requires some engine changes for 4.21

---

<div class="post-metadata">

**Author:** ![OptimisticMonkey](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/optimisticmonkey/32/906571_2.png) [@OptimisticMonkey](https://forums.unrealengine.com/u/OptimisticMonkey)\
**Post date:** [February 18, 2019, 4:45pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5382 "2019-02-18T16:45:37Z")

</div>

- thank you!

Unfortunately, when I enable plugin in 4.22 Preview I get:

" Plugin BlastPlugin failed to load because module BlastAuthoring could not be loaded. There may be operating system error or the module may not be properly setup"

☹

---

<div class="post-metadata">

**Author:** ![ahmadsy1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ahmadsy1](https://forums.unrealengine.com/u/ahmadsy1)\
**Post date:** [February 18, 2019, 6:56pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5383 "2019-02-18T18:56:18Z")

</div>

@OptimisticMonkey

Maybe you need to change BuildID in .modules files? It could coincide with other module files.

---

<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 18, 2019, 10:59pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5384 "2019-02-18T22:59:33Z")

</div>

what ever happen to VXGI 1 in 4.19?  
can anyone VXGI 1 or VXGI 2 working in 4.22 ?

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_0f6a2e5d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_0f6a2e5d](https://forums.unrealengine.com/u/anonymous_user_0f6a2e5d)\
**Post date:** [February 19, 2019, 10:44am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5385 "2019-02-19T10:44:15Z")

</div>

Hi ,  
thanks for your amazing work, I’ve just cloned your repo (gameworks 4.21 at \*\*\*\*) and it seems to have some problem with sample scene of waveworks (the little scene, with a little tub.

You can find attached the crash screenshot.

I’ve also created an empty scene, and it crashed again in the moment I dragged WaterPlane\_Blueprint, so I suppose it’s an related to it.

 ![waveworks_4.21_bug.PNG](https://d3kjluh73b9h9o.cloudfront.net/original/3X/7/1/718a7d09b3ce2123bd5e0327105a5166c5bbdca5.png)

[Previous page](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686.md?page=256)

[Next page](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686.md?page=258)
