# 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:** 265

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**Author:** ![Alex\_Colby](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Alex\_Colby](https://forums.unrealengine.com/u/Alex_Colby)\
**Post date:** [August 17, 2019, 3:04pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5529 "2019-08-17T15:04:36Z")

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I found these two branches in same forum of xoyojank and dyanikoglu

[https://github/xoyojank/UnrealEngine/tree/4.22-FleX](https://github/xoyojank/UnrealEngine/tree/4.22-FleX)  
https://[github/dyanikoglu/UnrealEngine/tree/4.22-Blast](https://github/dyanikoglu/UnrealEngine/tree/4.22-Blast)

Someone who knows and has the necessary knowledge can mix them and get the 4.22 with flex and blast

I am not an expert on

thanks to all who make forum possible

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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:** [August 18, 2019, 10:01am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5530 "2019-08-18T10:01:58Z")

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> [@Alex\_Colby](#):
>
> Someone who knows and has the necessary knowledge can mix them and get the 4.22 with flex and blast

Do note that 4.22 FleX port doesn’t render fluids as stated :

> [@windywang](#):
>
> I ported FleX to 4.22 based on 's 4.20 integration, without fluid rendering (too much conflicts): [https://github/xoyojank/UnrealEngine/tree/4.22-FleX](https://github/xoyojank/UnrealEngine/tree/4.22-FleX)

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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:** [August 18, 2019, 10:16am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5531 "2019-08-18T10:16:17Z")

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There’s also my old 4.22 Flow port : [https://github//UnrealEngine/tree/4.22-Flow-WIP](https://github//UnrealEngine/tree/4.22-Flow-WIP) but it doesn’t render fluids either. Fluid sim itself works, just not the rendering, so you can still use it with cascade particles but that’s not what most people would use Nvidia Flow with. It’s really the rendering side changes that make 4.22+ ports hard now.

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**Author:** ![Alex\_Colby](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Alex\_Colby](https://forums.unrealengine.com/u/Alex_Colby)\
**Post date:** [August 18, 2019, 9:55pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5532 "2019-08-18T21:55:40Z")

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Thanks !!

Thanks for your hard work

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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:** [August 19, 2019, 6:28pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5533 "2019-08-19T18:28:07Z")

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Small update on 4.21 FleX:

I did check the trashbyte’s changes. There were tons of unrelated things I cleaned out and eventually just ended up taking api fixes and added the FORCEINLINE mentioned on the previous page and added these on top of my old WIP branch and cleaned that one as well. 4.21 FleX can be found :

FleX does work with setup now but I had to disable the uniform buffer checks as was also done on the trashbyte’s repo. I’m not super happy about but removing the checks doesn’t appear to break anything. I did test all test maps in the editor to work properly and did a development conf packaging test on Win64 (my Gameworks repos probably don’t even work properly on Win32 as Nvidia Blast integration doesn’t ship binaries for it).

I’ll merge FleX to 4.21-GameWorks and 4.21-GameWorks+WaveWorks branches next once I can verify the integration along with other GW techs doesn’t break anything, still doing first build atm.

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**Author:** ![JulesIIIger](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@JulesIIIger](https://forums.unrealengine.com/u/JulesIIIger)\
**Post date:** [August 19, 2019, 7:36pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5534 "2019-08-19T19:36:15Z")

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> [@0lento\_archive](#):
>
> I’ll merge FleX to 4.21-GameWorks and 4.21-GameWorks+WaveWorks branches next once I can verify the integration along with other GW techs doesn’t break anything, still doing first build atm.

Thanks for all your hard work - looking fwd to it!

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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:** [August 20, 2019, 10:43am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5535 "2019-08-20T10:43:05Z")

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> [@](#):
>
> We recently updated to 4.21 and merged your HBAO+ version for 4.21 into our engine as well. Unfortunately since then we have the problem that the AO seems to be leaking from the main viewport into all other editor viewports, which is very visible in other editor preview screens.

Bit late but I just tested while upgrading 4.21-GameWorks. What you showed on your screenshot doesn’t happen for me, not in deferred nor in forward so I’d guess there’s some on the merge on your custom engine?

> [@YONI\_G](#):
>
> Any plans to include Flex in soon?

Wasn’t soon but it’s now included on 4.21.

I added FleX to my 4.21 branches, thanks for the trashbyte and karma4jake for the FleX fixes (also added small credits section to my GW branches readme’s):  
(just UE 4.21.2 and Nvidia FleX)  
 (4.21.2 and Nvidia Blast, FleX, Flow, HairWorks, HBAO+, TXAA, VXGI 2)  
 (4.21.2 and Nvidia Blast, FleX, Flow, HairWorks, HBAO+, TXAA, VXGI 2, WaveWorks)

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<div class="post-metadata">

**Author:** ![Alex\_Colby](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Alex\_Colby](https://forums.unrealengine.com/u/Alex_Colby)\
**Post date:** [August 21, 2019, 11:32pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5536 "2019-08-21T23:32:09Z")

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thank you very much for these new branches with flex included

You are a genious. You are big !!

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**Author:** ![xermao](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@xermao](https://forums.unrealengine.com/u/xermao)\
**Post date:** [August 22, 2019, 3:14pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5537 "2019-08-22T15:14:16Z")

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@ I compile your 4.21-flex,but get some error.  
25\>H:\Source\ue4\_gameworks\UnrealEngine\Engine\Source\Editor\BehaviorTreeEditor\Private\DetailCustomizations\BlackboardSelectorDetails.cpp(173): error C4800: Implicit conversion from ‘const wchar\_t \*’ to bool. Possible information loss  
25\> H:\Source\ue4\_gameworks\UnrealEngine\Engine\Source\Editor\BehaviorTreeEditor\Private\DetailCustomizations\BlackboardSelectorDetails.cpp(173): note: consider using explicit cast or comparison to nullptr to avoid warning  
25\> [2/235] Module.DetailCustomizations.1\_of\_4.cpp  
25\>H:\Source\ue4\_gameworks\UnrealEngine\Engine\Source\Runtime\Core\Public\Misc/Attribute.h(43): error C4800: Implicit conversion from ‘const OtherType’ to bool. Possible information loss

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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:** [August 22, 2019, 8:36pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5538 "2019-08-22T20:36:24Z")

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@xermao are those just intellisense errors? if so, it’ll still compile fine. FleX changes don’t touch behavior trees so you probably see the same warnings if you compile regular 4.21 as well.

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**Author:** ![xermao](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@xermao](https://forums.unrealengine.com/u/xermao)\
**Post date:** [August 23, 2019, 5:56am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5539 "2019-08-23T05:56:23Z")

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> [@](#):
>
> @xermao are those just intellisense errors? if so, it’ll still compile fine. FleX changes don’t touch behavior trees so you probably see the same warnings if you compile regular 4.21 as well.

I fix problem as @ said,but another problem appear.  
in picture,if a cloth is not on the floor,it is fine,but when it fall to the floor,there will be a weird shadow.

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**Author:** ![anon92824784](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anon92824784](https://forums.unrealengine.com/u/anon92824784)\
**Post date:** [August 29, 2019, 10:45pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5540 "2019-08-29T22:45:35Z")

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Hello. I’m new in GameWorks.  
Why can’t I get access to and [https://github//UnrealEngine](https://github//UnrealEngine/)? I’ve lready linked my Epic Games and GitHub accounts. I also have already get Nvidea developer account.  
I just need flex to my UE4 4.18 project…

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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:** [August 30, 2019, 10:16am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5541 "2019-08-30T10:16:13Z")

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> [@DeamonFroll](#):
>
> Why can’t I get access to and [https://github//UnrealEngine](https://github//UnrealEngine/)? I’ve lready linked my Epic Games and GitHub accounts. I also have already get Nvidea developer account.

You don’t need nvidia dev account to access ue4 forks but you do need to be logged in to github with the same account you linked to Epic to see these repositories. Also do note that if you just linked the accounts, the link can take few hours to work initially.

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**Author:** ![anon92824784](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anon92824784](https://forums.unrealengine.com/u/anon92824784)\
**Post date:** [September 1, 2019, 7:21pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5542 "2019-09-01T19:21:03Z")

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Have anybody tried to compilate 's builds with flex or gameworks for Linux? I’d tried 1.18, 1.19, 1.20, 1.21. But all of them were failed for me on ‘make’ stage.

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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:** [September 2, 2019, 7:57am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5543 "2019-09-02T07:57:23Z")

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> [@DeamonFroll](#):
>
> Have anybody tried to compilate 's builds with flex or gameworks for Linux? I’d tried 1.18, 1.19, 1.20, 1.21. But all of them were failed for me on ‘make’ stage.

Nvidia only provides Windows binaries for most of their GameWorks integrations, for Blast you get only Win64 for example unless you compile Win32 from Blast sources (which are not provided in these integrations anyway). There might be some tech there that would work on linux if used alone, like Nvidia FleX when used with cuda, but most things require Windows. Some of the techs (like Nvidia Flow) are also DirectCompute only, so they rely on Windows due to directx 11+ requirement, there’s nothing you can do about .

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**Author:** ![anonymous\_user\_f720b06c](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_f720b06c](https://forums.unrealengine.com/u/anonymous_user_f720b06c)\
**Post date:** [September 5, 2019, 3:01am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5544 "2019-09-05T03:01:58Z")

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Is it officially dead? In the recent 4.23 Release Highlight livestream at 1:17:52 it’s mentioned that they have no plans to continue to work on SVOGI however Epic’s SVOGI implementation hasn’t been active in years so it can be assumed that they are talking about Nvidia’s VXGI? Hopefully we will still get an updated 4.23 build for all the gameworks features as they offer many features which are still not implemented in the default engine. Even while we now have DXR global illumination and SSGI there is still many upsides to using VXGI in certain situations so one can only hope.

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**Author:** ![Outsiders\_Edge](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Outsiders\_Edge](https://forums.unrealengine.com/u/Outsiders_Edge)\
**Post date:** [September 6, 2019, 6:10am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5545 "2019-09-06T06:10:52Z")

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doing god’s work. Any plans for 4.23 Integration.

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**Author:** ![MAKSIM](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MAKSIM](https://forums.unrealengine.com/u/MAKSIM)\
**Post date:** [September 6, 2019, 4:26pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5546 "2019-09-06T16:26:00Z")

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Hey. Thank you for your hard work! There is already a version of Flex 4.22 [https://github/xoyojank/UnrealEngine/tree/4.22-FleX](https://github/xoyojank/UnrealEngine/tree/4.22-FleX) from xoyojank. The UE4 engine version 4.23 has already been released. When can you expect UE4 Flex 4.23? I wanted to get started immediately on UE 4.23 Flex.

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**Author:** ![MAKSIM](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MAKSIM](https://forums.unrealengine.com/u/MAKSIM)\
**Post date:** [September 6, 2019, 4:33pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5547 "2019-09-06T16:33:17Z")

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Can water be made using Niagara? Like is done in Flex.

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**Author:** ![AngeIV](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AngeIV](https://forums.unrealengine.com/u/AngeIV)\
**Post date:** [September 7, 2019, 1:46pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5548 "2019-09-07T13:46:21Z")

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I’ve noticed that BLAST works as a plugin instead of requiring a source build. But hasn’t been updated in a year… Anyone worked with it and could share some experience?

[Previous page](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686.md?page=264)

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