# 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:** 259

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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:** [March 3, 2019, 12:15pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5406 "2019-03-03T12:15:05Z")

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hi there  
guys plz don’t delete my post, and help me  
i use the latest game work 4.21 from  
im using vr for my work  
every thing is fine and working, except for wave work  
i don’t use wave work in my level but in GPU profile saying wave work using 1.7 ms  
i really dont know how can i disable it  
plz help me , wave work ruining my work  
ty

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**Author:** ![KamikazeXeX](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/kamikazexex/32/470517_2.png) [@KamikazeXeX](https://forums.unrealengine.com/u/KamikazeXeX)\
**Post date:** [March 4, 2019, 6:31pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5407 "2019-03-04T18:31:45Z")

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@ (or anyone else), do you happen to know if the 4.20 FleX branch is capable of building installed (binary) builds?

I seem to get some issues related to linker errors and maybe, just trying a clean build from scratch again and I’ll post the automation tool log when it’s done (if it fails again, of course).

EDIT: So after testing it seems the DebugGame configuration on 's branch doesn’t seem to work properly not in terms of general functionality but just for making installed builds, enabling only Development and Shipping configurations seems to work fine, I did get some complaints about VS2015 compiled binaries but it all seems to work with the example flex project.

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**Author:** ![anonymous\_user\_9b0d4121](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_9b0d4121](https://forums.unrealengine.com/u/anonymous_user_9b0d4121)\
**Post date:** [March 7, 2019, 1:40pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5408 "2019-03-07T13:40:05Z")

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Are there any plans on adding support for diffuse particles to the Flex build? Or has anyone gotten to work and can give me some pointers on how to do it?

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**Author:** ![Sarevok](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sarevok](https://forums.unrealengine.com/u/Sarevok)\
**Post date:** [March 10, 2019, 6:24am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5409 "2019-03-10T06:24:45Z")

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Hi everyone,  
I cant get unreal 4.21 to accept a .apx from hairworks. I’m not a programmer as I’m the modeler/animator so can anyone break it down for me how to force feed my hair file to unreal? Currently when I try to import it, it says .apx file types not recognized.  
Thanks in advance

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**Author:** ![tfro19](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@tfro19](https://forums.unrealengine.com/u/tfro19)\
**Post date:** [March 10, 2019, 7:04am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5410 "2019-03-10T07:04:05Z")

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> [@](#):
>
> Just pushed out update for merged 4.21 GameWorks:
> 
> repo contains following GameWorks techs:
> 
> - Blast 1.1.4
> - Flow 1.0.1
> - HairWorks 1.4
> - HBAO+ 4
> - TXAA 3
> - VXGI 2.0.1
> 
> In addition it has support for fixed timestepping for physics and has UE4 wrappers for contact modifications (I’ll make example later on how to use these to your advantage). I’ve tested most of the techs to work fine on sample projects using both editor and packaged development builds so things should be in order but do report if you have issues with it.

Hi ,  
I started digging through hoping to see exactly . You are , but the link is down. Can you re upload ? And maybe also give me a link to instructions of how to install a patch like ?

Thanks!

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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:** [March 11, 2019, 12:29pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5411 "2019-03-11T12:29:51Z")

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> [@tfro19](#):
>
> You are , but the link is down. Can you re upload ? And maybe also give me a link to instructions of how to install a patch like ?

You need your Epic account linked to your github account to be able to access any UE4 fork: [https://www.unrealengine/en-US/ue4-on-github](https://www.unrealengine/en-US/ue4-on-github)  
It’s also not a patch, it’s modified engine version. Meaning you have to build the engine from the forks source code and use that custom build to use these techs.

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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:** [March 11, 2019, 12:31pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5412 "2019-03-11T12:31:27Z")

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> [@KamikazeXeX](#):
>
> EDIT: So after testing it seems the DebugGame configuration on 's branch doesn’t seem to work properly not in terms of general functionality but just for making installed builds, enabling only Development and Shipping configurations seems to work fine

frankly doesn’t surprise me, I haven’t test compiled debug build for the engine itself for ages so these things may slip through 🙂

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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:** [March 11, 2019, 12:33pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5413 "2019-03-11T12:33:45Z")

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> [@Sarevok](#):
>
> I cant get unreal 4.21 to accept a .apx from hairworks. I’m not a programmer as I’m the modeler/animator so can anyone break it down for me how to force feed my hair file to unreal? Currently when I try to import it, it says .apx file types not recognized.

I don’t know much about HairWorks authoring but I think you still need to use matching HairWorks plugin on your modeling tool to export HairWorks assets. My 4.21 fork uses HairWorks 1.4. I’d start by looking how the HairWorks sample scene is setup and what kind of assets it uses.

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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:** [March 11, 2019, 12:38pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5414 "2019-03-11T12:38:52Z")

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> [@LX.Simedix](#):
>
> every thing is fine and working, except for wave work  
> i don’t use wave work in my level but in GPU profile saying wave work using 1.7 ms  
> i really dont know how can i disable itty

Is still an? I don’t remember if you can disable WaveWorks with some console parameter. I wasn’t aware of WaveWorks adding a cost unused though and I don’t really have time to investigate it myself now so I put out different branches with and without WaveWorks merge:

(Blast, Flow, HairWorks, HBAO+, TXAA ad VXGI2)  
 (same as above but with WaveWorks)

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<div class="post-metadata">

**Author:** ![Sarevok](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sarevok](https://forums.unrealengine.com/u/Sarevok)\
**Post date:** [March 11, 2019, 6:30pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5415 "2019-03-11T18:30:24Z")

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Hello again, sorry if I’m missing something, but I’ve now linked my epic account to my github account like in the link you posted, but both of those github links in your last post still 404 for me. Any other reason that would happen?

Thanks again!

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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:** [March 11, 2019, 6:32pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5416 "2019-03-11T18:32:14Z")

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> [@Sarevok](#):
>
> Hello again, sorry if I’m missing something, but I’ve now linked my epic account to my github account like in the link you posted, but both of those github links in your last post still 404 for me. Any other reason that would happen?

It may take some time to activate, I think you should get email when they are linked. If link is fine, make sure you are logged in to that account when trying to access the ue4 fork.

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**Author:** ![Sarevok](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sarevok](https://forums.unrealengine.com/u/Sarevok)\
**Post date:** [March 11, 2019, 7:30pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5417 "2019-03-11T19:30:16Z")

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I got it! Thanks so much! It sent the invite link to my other email which I used for github, not that I used for Epic… Man I’m dumb

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<div class="post-metadata">

**Author:** ![Sarevok](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sarevok](https://forums.unrealengine.com/u/Sarevok)\
**Post date:** [March 12, 2019, 7:26pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5418 "2019-03-12T19:26:12Z")

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I now realized that I’m using hairworks 1.2. It is still the active link at page:

[https://developer.nvidia/hairworks](https://developer.nvidia/hairworks)

How do I download 1.4?

It seems like 1.2 isnt saving out usable files for me.

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**Author:** ![WWWWWWWWWWWWWWWWWWWW](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@WWWWWWWWWWWWWWWWWWWW](https://forums.unrealengine.com/u/WWWWWWWWWWWWWWWWWWWW)\
**Post date:** [March 12, 2019, 11:35pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5419 "2019-03-12T23:35:31Z")

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> [@Sarevok](#):
>
> I now realized that I’m using hairworks 1.2. It is still the active link at page:
> 
> [https://developer.nvidia/hairworks](https://developer.nvidia/hairworks)
> 
> How do I download 1.4?
> 
> It seems like 1.2 isnt saving out usable files for me.

[https://github/NVIDIAGameWorks/HairWorks](https://github/NVIDIAGameWorks/HairWorks)  
NVIDIA HairWorks 1.4 beta

[https://developer.nvidia/gameworksdownload#?search=HairWorks](https://developer.nvidia/gameworksdownload#?search=HairWorks)  
HairWorks plug-in for Maya and 3ds

[https://github/niexuchina/UnrealEngineHairWorks/tree/4.19-HairWorks1.4](https://github/niexuchina/UnrealEngineHairWorks/tree/4.19-HairWorks1.4)  
Unreal Engine 4.19.2 for HairWorks 1.4 beta

Unreal Engine 4.16.3 for HairWorks 1.3

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<div class="post-metadata">

**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:** [March 14, 2019, 5:04am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5420 "2019-03-14T05:04:23Z")

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HairWorks 1.4 = watch?v=uukXXpRQpNA ?

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<div class="post-metadata">

**Author:** ![AngeIV](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AngeIV](https://forums.unrealengine.com/u/AngeIV)\
**Post date:** [March 14, 2019, 10:28am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5421 "2019-03-14T10:28:57Z")

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> [@](#):
>
> Is still an? I don’t remember if you can disable WaveWorks with some console parameter. I wasn’t aware of WaveWorks adding a cost unused though and I don’t really have time to investigate it myself now so I put out different branches with and without WaveWorks merge:
> 
> (Blast, Flow, HairWorks, HBAO+, TXAA ad VXGI2)  
> (same as above but with WaveWorks)

branch is 25 commits ahead, 185 commits behind EpicGames:release.  
Hmm Im not very good at stuff 😕 How stable is build “as is” ?? Would love to try it.

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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:** [March 14, 2019, 12:36pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5422 "2019-03-14T12:36:08Z")

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> [@AngeIV](#):
>
> branch is 25 commits ahead, 185 commits behind EpicGames:release.

It’s actually not behind at all, it’s just that github doesn’t count squashed commits in case. Basically the commit ( merges the latest engine changes for 4.21 so you should be good to go. The reason I squash commits like is because if I just did a regular merges without squashing, it would spam the commit list with those changes instead so people wouldn’t know what actual changes the repo does (as the relevant commits would be mixed with the stream of other random commits).

I recently redid all my physics branches so that I used only latest versions as base directly, for example and the mentioned are both in sync with 4.21.2 but github only reports the latter to be behind 🙂

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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:** [March 14, 2019, 12:47pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5423 "2019-03-14T12:47:06Z")

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> [@AngeIV](#):
>
> How stable is build “as is” ?? Would love to try it.

There can be side- from running custom repos like these, like mentioned in few previous posts the testing is limited. I mainly test that the repo builds on development conf and see that at least one sample project that uses each merged tech runs and builds fine on Windows shipping conf. If you look back of the comments of thread lately, few users have had different issues, one noticed that 4.20 repo doesn’t build on Debug conf, which I never tested myself so that slipped through. One user noticed WaveWorks giving a cost even unused on 4.21 so I just separated it into different branch now but I don’t have time to systematically analyze the these techs have for the stock ue4.

In general the negatives should be minimal but things like mentioned can slip through and I give no guarantees these things work. I do try to fix all known build issues if I can but that’s also limited by my time to put into (I haven’t had time to check the 4.20 FleX on debug conf for example. It must be a trivial thing to solve unless it’s something Nvidia didn’t ship required binaries for from their side).

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<div class="post-metadata">

**Author:** ![AngeIV](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AngeIV](https://forums.unrealengine.com/u/AngeIV)\
**Post date:** [March 15, 2019, 9:16pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5424 "2019-03-15T21:16:09Z")

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Thank You for the answer! i will give it a spin sunday 🙂

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<div class="post-metadata">

**Author:** ![ysp2001](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ysp2001](https://forums.unrealengine.com/u/ysp2001)\
**Post date:** [March 17, 2019, 7:36am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5425 "2019-03-17T07:36:19Z")

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> [@FatmirVaraku](#):
>
> I have e question:Why HairWorks not accept light from VXGI?

Hey, I have the same problem, did you get solutions?

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