# 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:** 269

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**Author:** ![DeadRat5621](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DeadRat5621](https://forums.unrealengine.com/u/DeadRat5621)\
**Post date:** [May 2, 2020, 1:49am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5611 "2020-05-02T01:49:01Z")

</div>

How do i change the waveworks horizon color? I’ve tried everything and looked for documentation and couldnt find any. It’s driving me insane. I am trying to make a night scene and that is preventing me from doing it. Any ideas? A guy asked i see but he doesnt really explain how he did it. Anyone can give me a detailed explanation?  
https://gyazo/48641853dbc7cde89e6fb2fa5610b41b.jpg

[https://gyazo/48641853dbc7cde89e6fb2fa5610b41b](https://gyazo/48641853dbc7cde89e6fb2fa5610b41b)

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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:** [May 7, 2020, 3:29am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5612 "2020-05-07T03:29:51Z")

</div>

hi how to merge houdini engine plugin in your 4.21 gameworks branch we tried many time but not work but 4.21 normal branch work fine

please merge [https://github/sideeffects/HoudiniEngineForUnreal/tree/Houdini18.0-Unreal4.21](https://github/sideeffects/HoudiniEngineForUnreal/tree/Houdini18.0-Unreal4.21) in gameworks 4.21

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<div class="post-metadata">

**Author:** ![anonymous\_user\_b308ab8b](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b308ab8b](https://forums.unrealengine.com/u/anonymous_user_b308ab8b)\
**Post date:** [May 10, 2020, 4:14pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5614 "2020-05-10T16:14:23Z")

</div>

I’ll be joining the club of waiting for updated Gameworks integrations into Unreal, specifically WaveWorks, however, since WaveWorks 2.0 is announced I’d say they’re going to take that technology and port it to newer releases of Unreal.

I was curious as to what we could expect, but all I could find was an interview with the developers of Atlas, the 3 things you should know article, and the info page about WaveWorks by NVIDIA themselves. ETA was soon back in early 2019, with no more information as of yet that I could find. Does anyone have more information on ? Looking to use WaveWorks in UE4 4.23 / 4.24 / 4.25…

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<div class="post-metadata">

**Author:** ![dyanikoglu](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/dyanikoglu/32/1008648_2.png) [@dyanikoglu](https://forums.unrealengine.com/u/dyanikoglu)\
**Post date:** [May 17, 2020, 11:12pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5616 "2020-05-17T23:12:09Z")

</div>

4.1 + Nvidia Blast plugin bundled together with Unreal Engine 4.25

[https://github/dyanikoglu/Unreal…5-PhysX4+Blast](https://github/dyanikoglu/UnrealEngine/tree/4.25-PhysX4+Blast)

Everything works without any problem so far, also you can change solver type from physics settings to 4’s Temporal Gauss Solver. I remember blast was having a terrible performance with 3.4, but I’m able to maintain solid 120fps with lots of destruction going on with 4.1 at the moment.

v=3s4NB98v77Y

Note: You need to build binaries from ThirdParty/PhysX4/BuildProfile\_Win64.bat, and you need Visual Studio 2019 as compiler/toolset to do that. Tested only on Windows.

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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:** [May 18, 2020, 2:16am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5617 "2020-05-18T02:16:06Z")

</div>

[quote=“dyanikoglu, post:5571, topic:16686”]

4.1 + Nvidia Blast plugin bundled together with Unreal Engine 4.25

can you merge hairworks in 4.25 ? **[dyanikoglu](https://forums.unrealengine/member/199944-dyanikoglu)**

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<div class="post-metadata">

**Author:** ![Kafumanto](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/kafumanto/32/1194651_2.png) [@Kafumanto](https://forums.unrealengine.com/u/Kafumanto)\
**Post date:** [May 28, 2020, 11:29am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5618 "2020-05-28T11:29:27Z")

</div>

> [@dyanikoglu](#):
>
> 4.1 + Nvidia Blast plugin bundled together with Unreal Engine 4.25
> 
> [https://github/dyanikoglu/Unreal…5-PhysX4+Blast](https://github/dyanikoglu/UnrealEngine/tree/4.25-PhysX4+Blast)
> 
> Everything works without any problem so far, also you can change solver type from physics settings to 4’s Temporal Gauss Solver. I remember blast was having a terrible performance with 3.4, but I’m able to maintain solid 120fps with lots of destruction going on with 4.1 at the moment.
> 
> v=3s4NB98v77Y
> 
> Note: You need to build binaries from ThirdParty/PhysX4/BuildProfile\_Win64.bat, and you need Visual Studio 2019 as compiler/toolset to do that. Tested only on Windows.

I saw your branch “4.25-PhysX4”, looking at the commits it seems very clean. Do you know of any regression/issues with the other features of the engine (tools, animations, …)?

Have you thought sending it as a Pull Request to Epic?

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<div class="post-metadata">

**Author:** ![Jerry.Richards](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Jerry.Richards](https://forums.unrealengine.com/u/Jerry.Richards)\
**Post date:** [June 11, 2020, 10:03pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5619 "2020-06-11T22:03:48Z")

</div>

@dyanikoglu are you able to share your demo scene?

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<div class="post-metadata">

**Author:** ![dyanikoglu](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/dyanikoglu/32/1008648_2.png) [@dyanikoglu](https://forums.unrealengine.com/u/dyanikoglu)\
**Post date:** [June 11, 2020, 11:46pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5620 "2020-06-11T23:46:19Z")

</div>

> [@](#):
>
> @dyanikoglu are you able to share your demo scene?

Sure, I have it packed in my computer, I can share it tomorrow. (It’s originally from Nvphysx GitHub repository, but I made it compatible with 4.25)

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<div class="post-metadata">

**Author:** ![dyanikoglu](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/dyanikoglu/32/1008648_2.png) [@dyanikoglu](https://forums.unrealengine.com/u/dyanikoglu)\
**Post date:** [June 11, 2020, 11:48pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5621 "2020-06-11T23:48:30Z")

</div>

> [@Kafumanto](#):
>
> I saw your branch “4.25-PhysX4”, looking at the commits it seems very clean. Do you know of any regression/issues with the other features of the engine (tools, animations, …)?
> 
> Have you thought sending it as a Pull Request to Epic?

Nope, no issues so far. I can say it’s way more stable than 3.4. Temporal Gauss Seidel solver is .

I’m not planning to open a PR soon, it’s kinda pointless, Epic is working on Chaos, and has no interest on anymore. Also, my branch doesn’t have proper support for other platforms except Win64. I need to sort out that first.

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<div class="post-metadata">

**Author:** ![dyanikoglu](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/dyanikoglu/32/1008648_2.png) [@dyanikoglu](https://forums.unrealengine.com/u/dyanikoglu)\
**Post date:** [June 11, 2020, 11:50pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5622 "2020-06-11T23:50:23Z")

</div>

[quote=“samrat333, post:5572, topic:16686”]

> [@dyanikoglu](#):
>
> 4.1 + Nvidia Blast plugin bundled together with Unreal Engine 4.25
> 
> can you merge hairworks in 4.25 ? **[dyanikoglu](https://forums.unrealengine/member/199944-dyanikoglu)**

I think you won’t see an updated version of hairworks in the near future, it’s “dead” for Unreal ecosystem. I recommend playing around with Epic’s new strands hair system, based on Chaos & Niagara. It’s way more promising.

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<div class="post-metadata">

**Author:** ![Jerry.Richards](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Jerry.Richards](https://forums.unrealengine.com/u/Jerry.Richards)\
**Post date:** [June 12, 2020, 3:14am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5623 "2020-06-12T03:14:54Z")

</div>

Thank you @dyanikoglu I found the sample in the NVIDIA Blast plugin: /tree/Blast-4.20

And I was able to play it using your repo 🙂

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<div class="post-metadata">

**Author:** ![Jerry.Richards](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Jerry.Richards](https://forums.unrealengine.com/u/Jerry.Richards)\
**Post date:** [June 14, 2020, 4:35pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5624 "2020-06-14T16:35:12Z")

</div>

@dyanikoglu - thank you for making your repository available.

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<div class="post-metadata">

**Author:** ![dyanikoglu](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/dyanikoglu/32/1008648_2.png) [@dyanikoglu](https://forums.unrealengine.com/u/dyanikoglu)\
**Post date:** [June 15, 2020, 8:32pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5625 "2020-06-15T20:32:59Z")

</div>

For more realistic results with Blast, I recommend setting depenetration velocity to a value around 0.5-1.0, enabling Temporal Gauss Solver & Stabilization in physics settings.

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<div class="post-metadata">

**Author:** ![Jerry.Richards](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Jerry.Richards](https://forums.unrealengine.com/u/Jerry.Richards)\
**Post date:** [June 15, 2020, 9:18pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5626 "2020-06-15T21:18:56Z")

</div>

Thanks, I’ve made those changes.  
Are you able to package the Blast Sample (shipping configuration)?  
When I try to do so the build crashes. I haven’t fully debugged why yet though. The build crashes in ActionGraph::ExecuteActions (I believe).

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<div class="post-metadata">

**Author:** ![Jerry.Richards](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Jerry.Richards](https://forums.unrealengine.com/u/Jerry.Richards)\
**Post date:** [June 15, 2020, 9:45pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5627 "2020-06-15T21:45:10Z")

</div>

Ideally it would be nice to be able to use UBlastMesh on a skeletalmesh. You cannot right-mouse click on a SkeletalMesh and create a BlastMesh from it.  
Funny, though, UBlastMesh makes use of USkeletalMesh, USkeleton, and UPhysicsAsset:

```auto

UPROPERTY(Instanced)
USkeletalMesh* Mesh;

UPROPERTY(Instanced)
USkeleton* Skeleton;

/* The physics asset to use for blast mesh */
UPROPERTY(Instanced)
UPhysicsAsset* PhysicsAsset;

```

a modification I’m going to try if it hasn’t been done already.

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<div class="post-metadata">

**Author:** ![catalejo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@catalejo](https://forums.unrealengine.com/u/catalejo)\
**Post date:** [June 17, 2020, 3:53pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5628 "2020-06-17T15:53:23Z")

</div>

I am very interested on your findings, I am using blast on 4.20 and I want to explore more. keep your progress please! thanks

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<div class="post-metadata">

**Author:** ![anonymous\_user\_f92919d11](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_f92919d11](https://forums.unrealengine.com/u/anonymous_user_f92919d11)\
**Post date:** [August 15, 2020, 11:14am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5629 "2020-08-15T11:14:04Z")

</div>

@dyanikoglu  
Thanks for sharing !

> [@dyanikoglu](#):
>
> 4.1 + Nvidia Blast plugin bundled together with Unreal Engine 4.25
> 
> [https://github/dyanikoglu/Unreal…5-PhysX4+Blast](https://github/dyanikoglu/UnrealEngine/tree/4.25-PhysX4+Blast)
> 
> Everything works without any problem so far, also you can change solver type from physics settings to 4’s Temporal Gauss Solver. I remember blast was having a terrible performance with 3.4, but I’m able to maintain solid 120fps with lots of destruction going on with 4.1 at the moment.
> 
> v=3s4NB98v77Y
> 
> Note: You need to build binaries from ThirdParty/PhysX4/BuildProfile\_Win64.bat, and you need Visual Studio 2019 as compiler/toolset to do that. Tested only on Windows.

I am still new to engine building stuff…  
I got stuck building the engine version quoted.

I run my Setup.dat and GenerateProjectFiles.dat and then built the solution, but it failed and I got these error messages:

> [@](#):
>
> Severity Code Description Project File Line Suppression State  
> Warning Unable to read D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Intermediate\Build\SourceFileCache.bin. See log for additional information. UE4 D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Intermediate\ProjectFiles\UnrealBuildTool 1  
> Severity Code Description Project File Line Suppression State  
> Error LNK1181 cannot open input file ‘ThirdParty\PhysX4\Lib\Win64\VS2019\PhysXPROFILE\_x64.lib’ UE4 D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Intermediate\ProjectFiles\LINK 1  
> Severity Code Description Project File Line Suppression State  
> Error LNK1181 cannot open input file ‘ThirdParty\PhysX4\Lib\Win64\VS2019\PhysXCookingPROFILE\_x64.lib’ UE4 D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Intermediate\ProjectFiles\LINK 1  
> Severity Code Description Project File Line Suppression State  
> Error LNK1181 cannot open input file ‘ThirdParty\PhysX4\Lib\Win64\VS2019\PhysXPROFILE\_x64.lib’ UE4 D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Intermediate\ProjectFiles\LINK 1

Than I noticed :

> [@](#):
>
> Note: You need to build binaries from ThirdParty/PhysX4/BuildProfile\_Win64.bat, and you need Visual Studio 2019 as compiler/toolset to do that. Tested only on Windows.

That might be the reason is doesn’t build…

Could anyone help me how to build the binaries?

Never done it before…

Thanks

---

<div class="post-metadata">

**Author:** ![Jerry.Richards](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Jerry.Richards](https://forums.unrealengine.com/u/Jerry.Richards)\
**Post date:** [August 15, 2020, 2:33pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5630 "2020-08-15T14:33:22Z")

</div>

is a kneejerk reply. I haven’t had time to review it yet and will look at it later if the below doesn’t help at all. My directory most likely will be different than yours (D:\Epic\Blast4.25)

Try double clicking the BuildProfile\_Win64.bat in the D:\Epic\Blast4.25\Engine\Source\ThirdParty\PhysX4 folder.

If you want to see what is happening, on Windows you can hold the Windows and R keys and type cmd to run the command prompt. Once at the command prompt change to the  
directory mentioned and run the batch file:

```auto

C:\Users\username>D:
D:\>CD D:\Epic\Blast4.25\Engine\Source\ThirdParty\PhysX4
D:\Epic\Blast4.25\Engine\Source\ThirdParty\PhysX4>BuildProfile_Win64.bat

```

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_f92919d11](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_f92919d11](https://forums.unrealengine.com/u/anonymous_user_f92919d11)\
**Post date:** [August 15, 2020, 3:27pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5631 "2020-08-15T15:27:45Z")

</div>

> [@](#):
>
> is a kneejerk reply. I haven’t had time to review it yet and will look at it later if the below doesn’t help at all. My directory most likely will be different than yours (D:\Epic\Blast4.25)
> 
> Try double clicking the BuildProfile\_Win64.bat in the D:\Epic\Blast4.25\Engine\Source\ThirdParty\PhysX4 folder.
> 
> If you want to see what is happening, on Windows you can hold the Windows and R keys and type cmd to run the command prompt. Once at the command prompt change to the  
> directory mentioned and run the batch file:
> 
> ```auto
> 
> C:\Users\username>D:
> D:\>CD D:\Epic\Blast4.25\Engine\Source\ThirdParty\PhysX4
> D:\Epic\Blast4.25\Engine\Source\ThirdParty\PhysX4>BuildProfile_Win64.bat
> 
> ```

Thanks for your answer!

After I start the bat file it fails with on screen

> [@](#):
>
> Running AutomationTool…  
> Parsing command line: BuildPhysX -TargetPlatforms=Win64 -TargetConfigs=profile+release+checked -TargetWindowsCompilers=VisualStudio2019 -SkipCreateChangelist -compile  
> Dependencies are up to date (0.025s). Skipping compile.  
> set PATH=C:\Program Files/bin;D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Extras\ThirdPartyNotUE\GNU\_Make\make-3.81\bin;C:\Program Files/bin;D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Extras\ThirdPartyNotUE\GNU\_Make\make-3.81\bin;;C:\Program Files\Oculus\Support\oculus-runtime;;C:\Windows\system32;;C:\Windows;;C:\Windows\System32\Wbem;;C:\Windows\System32\WindowsPowerShell\v1.0;;C:\Windows\System32\OpenSSH;;C:\Program Files\Common Files\Autodesk Shared;;C:\Program Files\Microsoft SQL Server\120\Tools\Binn;;D:\Programs\Git\cmd;;D:\Programs\Git LFS;;C:\Users\Nemesis02\AppData\Local\Microsoft\WindowsApps;;C:\Users\Nemesis02\AppData\Local\GitHubDesktop\bin;  
> set GW\_DEPS\_ROOT=D:/UE425Physics4p1BlastBuild/UnrealEngine/Engine/Source/ThirdParty/PhysX4  
> set PM\_CMakeModules\_PATH=D:/UE425Physics4p1BlastBuild/UnrealEngine/Engine/Source/ThirdParty/PhysX4/Externals/CMakeModules  
> set PHYSX\_ROOT\_DIR=D:/UE425Physics4p1BlastBuild/UnrealEngine/Engine/Source/ThirdParty/PhysX4/  
> set PM\_PxShared\_PATH=D:/UE425Physics4p1BlastBuild/UnrealEngine/Engine/Source/ThirdParty/PhysX4/PxShared  
> Generating projects for lib , Win64-VS2019  
> ERROR: Failed to start local process for action (“The system cannot find the file specified”): cmake “D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\ThirdParty\PhysX4\source\compiler\cmake” -G “Visual Studio 16 2019” -DTARGET\_BUILD\_PLATFORM=“windows” -DPX\_OUTPUT\_LIB\_DIR=“D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\ThirdParty\PhysX4\Lib\Win64\VS2019” -DPX\_OUTPUT\_DLL\_DIR=“D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Binaries\ThirdParty\PhysX4\Win64\VS2019” -DPX\_OUTPUT\_EXE\_DIR=“D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Binaries\ThirdParty\PhysX4\Win64\VS2019” -DNV\_APPEND\_CONFIG\_NAME=ON -DNV\_USE\_GAMEWORKS\_OUTPUT\_DIRS=OFF -Ax64  
> (see D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)  
> AutomationTool exiting with ExitCode=1 (Error\_Unknown)  
> BUILD FAILED  
> Press any key to continue . . .

And in the log

> [@](#):
>
> Automation.ParseCommandLine: Parsing command line: BuildPhysX -TargetPlatforms=Win64 -TargetConfigs=profile+release+checked -TargetWindowsCompilers=VisualStudio2019 -SkipCreateChangelist -compile  
> Automation.Process: Setting up command environment.  
> InternalUtils.SafeFileExists: SafeFileExists D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Binaries\DotNET\AutomationTool.EXE=True  
> InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp\_LOCAL\_ROOT=  
> InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp\_LOCAL\_ROOT=  
> InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp\_EngineSavedFolder=  
> CommandUtils.SetEnvVar: SetEnvVar uebp\_EngineSavedFolder=D:/UE425Physics4p1BlastBuild/UnrealEngine/Engine/Programs/AutomationTool/Saved  
> InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp\_EngineSavedFolder=D:/UE425Physics4p1BlastBuild/UnrealEngine/Engine/Programs/AutomationTool/Saved  
> InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp\_CSVFile=  
> InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp\_LogFolder=  
> CommandUtils.SetEnvVar: SetEnvVar uebp\_LogFolder=D:/UE425Physics4p1BlastBuild/UnrealEngine/Engine/Programs/AutomationTool/Saved/Logs  
> InternalUtils.SafeDeleteFile: SafeDeleteFile D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\Log.txt  
> InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp\_FinalLogFolder=  
> CommandUtils.SetEnvVar: SetEnvVar uebp\_FinalLogFolder=D:/UE425Physics4p1BlastBuild/UnrealEngine/Engine/Programs/AutomationTool/Saved/Logs  
> InternalUtils.SafeFileExists: SafeFileExists C:\Windows\system32\robocopy.exe=True  
> InternalUtils.SafeFileExists: SafeFileExists C:\Windows\system32\mount.exe=False  
> InternalUtils.SafeFileExists: SafeFileExists C:\Windows\Sysnative\mount.exe=False  
> InternalUtils.SafeFileExists: SafeFileExists C:\Windows\system32\cmd.exe=True  
> CommandUtils.SetEnvVar: SetEnvVar MallocNanoZone=0  
> InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp\_UATChildInstance=0  
> WindowsPlatform.FindVSInstallDirs: Found Visual Studio installation: C:\Program Files (x86)\Microsoft Visual Studio\2019\Community (Product=Microsoft.VisualStudio.Product.Community, Version=16.6.30320.27, Sort=0)  
> XXXPlatformFactory.RegisterBuildPlatforms: XXXPlatformSDK using manually installed SDK 1.0.0  
> MacPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.MacPlatformSDK using manually installed SDK  
> TVOSPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.IOSPlatformSDK has no valid SDK  
> AndroidPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.AndroidPlatformSDK has no valid SDK  
> HoloLensPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.HoloLensPlatformSDK using manually installed SDK  
> IOSPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.IOSPlatformSDK has no valid SDK  
> LinuxPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.LinuxPlatformSDK has no valid SDK  
> LuminSDKVersionHelper.HasAnySDK: \*\*\* Unable to determine MLSDK location \*\*\*  
> LuminSDKVersionHelper.HasAnySDK: \*\*\* Unable to determine MLSDK location \*\*\*  
> LuminPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.LuminPlatformSDK has no valid SDK  
> WindowsPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.WindowsPlatformSDK using manually installed SDK  
> ScriptCompiler.FindAndCompileAllScripts: Found 17 project files in 0.117s  
> ScriptCompiler.FindAndCompileAllScripts: Parsed project files in 0.017s  
> ScriptCompiler.CompileAutomationProjects: Dependencies are up to date (0.025s). Skipping compile.  
> ScriptCompiler.FindAndCompileAllScripts: Loaded assemblies in 0.542s  
> BuildPhysX.SetupBuildEnvironment: set PATH=C:\Program Files/bin;D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Extras\ThirdPartyNotUE\GNU\_Make\make-3.81\bin;C:\Program Files/bin;D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Extras\ThirdPartyNotUE\GNU\_Make\make-3.81\bin;;C:\Program Files\Oculus\Support\oculus-runtime;;C:\Windows\system32;;C:\Windows;;C:\Windows\System32\Wbem;;C:\Windows\System32\WindowsPowerShell\v1.0;;C:\Windows\System32\OpenSSH;;C:\Program Files\Common Files\Autodesk Shared;;C:\Program Files\Microsoft SQL Server\120\Tools\Binn;;D:\Programs\Git\cmd;;D:\Programs\Git LFS;;C:\Users\Nemesis02\AppData\Local\Microsoft\WindowsApps;;C:\Users\Nemesis02\AppData\Local\GitHubDesktop\bin;  
> TargetPlatform.SetupTargetLib: set GW\_DEPS\_ROOT=D:/UE425Physics4p1BlastBuild/UnrealEngine/Engine/Source/ThirdParty/PhysX4  
> TargetPlatform.SetupTargetLib: set PM\_CMakeModules\_PATH=D:/UE425Physics4p1BlastBuild/UnrealEngine/Engine/Source/ThirdParty/PhysX4/Externals/CMakeModules  
> TargetPlatform.SetupTargetLib: set PHYSX\_ROOT\_DIR=D:/UE425Physics4p1BlastBuild/UnrealEngine/Engine/Source/ThirdParty/PhysX4/  
> TargetPlatform.SetupTargetLib: set PM\_PxShared\_PATH=D:/UE425Physics4p1BlastBuild/UnrealEngine/Engine/Source/ThirdParty/PhysX4/PxShared  
> InternalUtils.SafeDeleteDirectory: SafeDeleteDirectory D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\ThirdParty\PhysX4\source\compiler\windows\VS2019  
> InternalUtils.RecursivelyDeleteDirectory: RecursivelyDeleteDirectory D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\ThirdParty\PhysX4\source\compiler\windows\VS2019  
> InternalUtils.SafeDeleteEmptyDirectory: SafeDeleteEmptyDirectory D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\ThirdParty\PhysX4\source\compiler\windows\VS2019  
> TargetPlatform.SetupTargetLib: Generating projects for lib , Win64-VS2019  
> Log.WriteException: ==============================================================================  
> Log.WriteException: ERROR: Failed to start local process for action (“The system cannot find the file specified”): cmake “D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\ThirdParty\PhysX4\source\compiler\cmake” -G “Visual Studio 16 2019” -DTARGET\_BUILD\_PLATFORM=“windows” -DPX\_OUTPUT\_LIB\_DIR=“D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\ThirdParty\PhysX4\Lib\Win64\VS2019” -DPX\_OUTPUT\_DLL\_DIR=“D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Binaries\ThirdParty\PhysX4\Win64\VS2019” -DPX\_OUTPUT\_EXE\_DIR=“D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Binaries\ThirdParty\PhysX4\Win64\VS2019” -DNV\_APPEND\_CONFIG\_NAME=ON -DNV\_USE\_GAMEWORKS\_OUTPUT\_DIRS=OFF -Ax64  
> Log.WriteException: (see D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)  
> Log.WriteException:  
> Log.WriteException: Win32Exception: The system cannot find the file specified  
> Log.WriteException: at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)  
> Log.WriteException: at UnrealBuildTool.Utils.RunLocalProcess(Process LocalProcess) in D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\System\Utils.cs:line 263Wrapped by BuildException: Failed to start local process for action (“The system cannot find the file specified”): cmake “D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\ThirdParty\PhysX4\source\compiler\cmake” -G “Visual Studio 16 2019” -DTARGET\_BUILD\_PLATFORM=“windows” -DPX\_OUTPUT\_LIB\_DIR=“D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\ThirdParty\PhysX4\Lib\Win64\VS2019” -DPX\_OUTPUT\_DLL\_DIR=“D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Binaries\ThirdParty\PhysX4\Win64\VS2019” -DPX\_OUTPUT\_EXE\_DIR=“D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Binaries\ThirdParty\PhysX4\Win64\VS2019” -DNV\_APPEND\_CONFIG\_NAME=ON -DNV\_USE\_GAMEWORKS\_OUTPUT\_DIRS=OFF -Ax64  
> Log.WriteException: at UnrealBuildTool.Utils.RunLocalProcess(Process LocalProcess) in D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\System\Utils.cs:line 270  
> Log.WriteException: at BuildPhysX.TargetPlatform.SetupTargetLib(PhysXTargetLib TargetLib, String TargetConfiguration) in D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\BuildPhysX.Automation.cs:line 261  
> Log.WriteException: at BuildPhysX.ExecuteBuild() in D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\BuildPhysX.Automation.cs:line 672  
> Log.WriteException: at AutomationTool.BuildCommand.Execute() in D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 263  
> Log.WriteException: at AutomationTool.Automation.Execute(List`1 CommandsToExecute, Dictionary`2 Commands) in D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 539  
> Log.WriteException: at AutomationTool.Automation.Process(String] Arguments, StartupTraceListener StartupListener) in D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 509  
> Log.WriteException: at AutomationTool.Program.MainProc(String] Arguments, StartupTraceListener StartupListener) in D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:line 176  
> Log.WriteException: at AutomationTool.Program.\<\>c\_\_DisplayClass1\_0.b\_\_2() in D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:line 88  
> Log.WriteException: at AutomationTool.InternalUtils.RunSingleInstance(Func`1 Main) in D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 731  
> Log.WriteException: at AutomationTool.Program.Main(String] Arguments) in D:\UE425Physics4p1BlastBuild\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:line 88  
> Log.WriteException: ==============================================================================  
> Program.Main: AutomationTool exiting with ExitCode=1 (Error\_Unknown)

---

<div class="post-metadata">

**Author:** ![Jerry.Richards](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Jerry.Richards](https://forums.unrealengine.com/u/Jerry.Richards)\
**Post date:** [August 15, 2020, 4:59pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5632 "2020-08-15T16:59:49Z")

</div>

[EDIT 0]  
I am re-cloning the repository now and I’ll repeat the process. Please give me a moment.

[EDIT 1]  
I am trying to build the VS2019 solution now. Once I am able to test loading the NVidia sample project I will update you .

For the record thus far I performed the following steps:

Cloned the Repository  
Setup.bat  
BuildProfile\_Win64  
GenerateProjectFiles

Open the Visual Studio Solution (UE4.sln)  
Set UE4 as the startup project

```auto

C:\Users\>d:
D:\>cd repos
D:\Repos>git clone https://github/dyanikoglu/UnrealEngine.git
Cloning into 'UnrealEngine'...
remote: Enumerating objects: 22, done.
:
Updating files: 100% (127484/127484), done.

D:\Repos>cd UnrealEngine
D:\Repos\UnrealEngine>git status
On branch 4.25-PhysX4+Blast
Your branch is up to date with 'origin/4.25-PhysX4+Blast'.

D:\Repos\UnrealEngine>setup
Checking dependencies...
Updating dependencies: 100% (59356/59356), 8647.2/8647.2 MiB | 8.77 MiB/s, done.
:

D:\Repos\UnrealEngine>cd Engine\Source\ThirdParty\PhysX4
D:\Repos\UnrealEngine\Engine\Source\ThirdParty\PhysX4>BuildProfile_Win64
Running AutomationTool...
Parsing command line: BuildPhysX -TargetPlatforms=Win64 -TargetConfigs=profile+release+checked -TargetWindowsCompilers=VisualStudio2019 -SkipCreateChangelist -compile
Dependencies are out of date. Compiling scripts....
:
ERROR: ROOT D:/Repos/UnrealEngine/Engine/Source/ThirdParty/PhysX4/
ERROR: Build Platform: windows
ERROR: Using CXX Compiler: C:/Program Files (x86)/Microsoft Visual Studio/2019/Community/VC/Tools/MSVC/14.27.29110/bin/Hostx64/x64/cl.exe
-- Configuring done
:
  2>------ Build started: Project: PhysXFoundation, Configuration: profile x64 ------
  3>------ Build started: Project: LowLevel, Configuration: profile x64 ------
:
  ========== Build: 17 succeeded, 0 failed, 0 up-to-date, 1 skipped ==========
Took 72.2662051s to run Devenv, ExitCode=0
:
  2>------ Build started: Project: PhysXFoundation, Configuration: checked x64 ------
  3>------ Build started: Project: LowLevel, Configuration: checked x64 ------
:
  ========== Build: 17 succeeded, 0 failed, 0 up-to-date, 1 skipped ==========
Took 73.6843956s to run Devenv, ExitCode=0
BUILD SUCCESSFUL

D:\Repos\UnrealEngine\Engine\Source\ThirdParty\PhysX4>cd ../../../..
D:\Repos\UnrealEngine>GenerateProjectFiles
Setting up Unreal Engine 4 project files...
Binding IntelliSense data... 100%
Writing project files... 100%

```

[EDIT 2]  
The compile worked, and I was able to load and play the blast sample:

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