# 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:** 270

<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, 9:01pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5633 "2020-08-15T21:01:39Z")

</div>

@formatc2013 Are you able to start fresh?  
My suggestion is to use the command prompt and follow the same steps noted above.

Forgive the dumb question: are you using VS2019?

---

<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 16, 2020, 1:03pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5634 "2020-08-16T13:03:35Z")

</div>

> [@anonymous\_user\_1267f45c](#):
>
> @anonymous_user_f92919d11 Are you able to start fresh?  
> My suggestion is to use the command prompt and follow the same steps noted above.
> 
> Forgive the dumb question: are you using VS2019?

I will do a fresh start as I am back to my workstation in the next couple of day, and update you!

Edit1:

when running the setup bat file I am getting message on screen:

> [@](#):
>
> Running AutomationTool…  
> Parsing command line: BuildPhysX -TargetPlatforms=Win64 -TargetConfigs=profile+release+checked -TargetWindowsCompilers=VisualStudio2019 -SkipCreateChangelist -compile  
> Dependencies are out of date. Compiling scripts…  
> Took 2.298233s to run MSBuild.exe, ExitCode=0  
> Compiled 17 modules in 2.310 secs  
> set PATH=C:\Program Files/bin;D:\UE425Physics+BlastBuild\UnrealEngine\Engine\Extras\ThirdPartyNotUE\GNU\_Make\make-3.81\bin;C:\Program Files/bin;D:\UE425Physics+BlastBuild\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:/UE425Physics+BlastBuild/UnrealEngine/Engine/Source/ThirdParty/PhysX4  
> set PM\_CMakeModules\_PATH=D:/UE425Physics+BlastBuild/UnrealEngine/Engine/Source/ThirdParty/PhysX4/Externals/CMakeModules  
> set PHYSX\_ROOT\_DIR=D:/UE425Physics+BlastBuild/UnrealEngine/Engine/Source/ThirdParty/PhysX4/  
> set PM\_PxShared\_PATH=D:/UE425Physics+BlastBuild/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:\UE425Physics+BlastBuild\UnrealEngine\Engine\Source\ThirdParty\PhysX4\source\compiler\cmake” -G “Visual Studio 16 2019” -DTARGET\_BUILD\_PLATFORM=“windows” -DPX\_OUTPUT\_LIB\_DIR=“D:\UE425Physics+BlastBuild\UnrealEngine\Engine\Source\ThirdParty\PhysX4\Lib\Win64\VS2019” -DPX\_OUTPUT\_DLL\_DIR=“D:\UE425Physics+BlastBuild\UnrealEngine\Engine\Binaries\ThirdParty\PhysX4\Win64\VS2019” -DPX\_OUTPUT\_EXE\_DIR=“D:\UE425Physics+BlastBuild\UnrealEngine\Engine\Binaries\ThirdParty\PhysX4\Win64\VS2019” -DNV\_APPEND\_CONFIG\_NAME=ON -DNV\_USE\_GAMEWORKS\_OUTPUT\_DIRS=OFF -Ax64  
> (see D:\UE425Physics+BlastBuild\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 . . .

---

<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 17, 2020, 6:39am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5635 "2020-08-17T06:39:08Z")

</div>

I tried with 2017 and 2019 as well.

---

<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 17, 2020, 2:35pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5636 "2020-08-17T14:35:00Z")

</div>

I am sorry. I should have looked at your output log better. The error is that it cannot find CMAKE or a file cmake is looking for:

```auto

ERROR: Failed to start local process for action ("The system cannot find the file specified"): cmake

```

From a command prompt would you please verify that CMAKE is installed and what version it is:

```auto

C:\Users\>cmake --version
cmake version 3.18.1

CMake suite maintained and supported by Kitware (kitware/cmake).

```

Another thought, CMAKE typically is installed with VS2019. You can verify that by looking at the individual installed components.

More importantly though, given the path requirements, you should be able to run the cloning, setup, buildprofile, and generate project files all within the Visual Studio command prompt.

 ![image_200577.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/9/4/945b041ee55fd05b3cfa83aff12415a242b7bf13.png)](filedata/fetch?id=1801900&d=1597675978)

 ![image_200579.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/2/a/2a385593db7e21160dca4b4799eef2542d79e704.png)](filedata/fetch?id=1801902&d=1597676069)

---

<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 17, 2020, 4:05pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5637 "2020-08-17T16:05:39Z")

</div>

Using the VS command prompt I was able to clone, run Setup, run BuildProfile\_Win64, and run GenerateProjectFiles

```auto

git clone https://github/dyanikoglu/UnrealEngine.git

cd UnrealEngine
Setup

cd Engine\Source\ThirdParty\PhysX4
BuildProfile_Win64

cd ../../../..
GenerateProjectFiles

```

After opening the Repos\UnrealEngine\UE4.sln file you may have to set the startup project to UE4, and press F5 to kickoff the build and debug session in Visual Studio.

 ![image_200584.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/7/7/77ea85dfca98fbca60dcc5ac5f1c5d0eabbd0530.png)

![image_200585.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/d/f/dfcb0e120d1d36e9c3a38d550406470cd1a50c57.png)

---

<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 17, 2020, 7:47pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5638 "2020-08-17T19:47:53Z")

</div>

!

Will take a closer look again tomorrow and let you know!

EDIT0:

Had a look at my cmake version in VS2019:

> [@](#):
>
> cmake version 3.17.20032601-MSVC\_2
> 
> CMake suite maintained and supported by Kitware (kitware/cmake).

EDIT1:

> [@](#):
>
> Running AutomationTool…  
> C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Current\Bin\Microsoft.Common.CurrentVersion.targe  
> ts(2081,5): warning MSB3245: Could not resolve reference. Could not locate the assembly “Ionic.Zip.Reduced”. Check  
> to make sure the assembly exists on disk. If reference is required by your code, you may get compilation errors.  
> [D:\UE4.25PhysXBlast\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]  
> C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Current\Bin\Microsoft.Common.CurrentVersion.targe  
> ts(2081,5): warning MSB3245: Could not resolve reference. Could not locate the assembly “Microsoft.VisualStudio.Se  
> tup.Configuration.Interop”. Check to make sure the assembly exists on disk. If reference is required by your code,  
> you may get compilation errors. [D:\UE4.25PhysXBlast\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\UnrealB  
> uildTool.csproj]  
> Platform\Mac\MacToolChain.cs(11,7): error CS0246: The type or namespace name ‘Ionic’ could not be found (are you missin  
> g a using directive or an assembly reference?) [D:\UE4.25PhysXBlast\UnrealEngine\Engine\Source\Programs\UnrealBui  
> ldTool\UnrealBuildTool.csproj]  
> Platform\Mac\UEDeployMac.cs(10,7): error CS0246: The type or namespace name ‘Ionic’ could not be found (are you missing  
> a using directive or an assembly reference?) [D:\UE4.25PhysXBlast\UnrealEngine\Engine\Source\Programs\UnrealBuil  
> dTool\UnrealBuildTool.csproj]  
> Platform\TVOS\TVOSToolChain.cs(13,7): error CS0246: The type or namespace name ‘Ionic’ could not be found (are you miss  
> ing a using directive or an assembly reference?) [D:\UE4.25PhysXBlast\UnrealEngine\Engine\Source\Programs\UnrealB  
> uildTool\UnrealBuildTool.csproj]  
> Platform\TVOS\TVOSToolChain.cs(14,7): error CS0246: The type or namespace name ‘Ionic’ could not be found (are you miss  
> ing a using directive or an assembly reference?) [D:\UE4.25PhysXBlast\UnrealEngine\Engine\Source\Programs\UnrealB  
> uildTool\UnrealBuildTool.csproj]  
> Platform\Android\AndroidAARHandler.cs(13,7): error CS0246: The type or namespace name ‘Ionic’ could not be found (are y  
> ou missing a using directive or an assembly reference?) [D:\UE4.25PhysXBlast\UnrealEngine\Engine\Source\Programs  
> UnrealBuildTool\UnrealBuildTool.csproj]  
> Platform\IOS\IOSToolChain.cs(14,7): error CS0246: The type or namespace name ‘Ionic’ could not be found (are you missin  
> g a using directive or an assembly reference?) [D:\UE4.25PhysXBlast\UnrealEngine\Engine\Source\Programs\UnrealBui  
> ldTool\UnrealBuildTool.csproj]  
> Platform\IOS\IOSToolChain.cs(15,7): error CS0246: The type or namespace name ‘Ionic’ could not be found (are you missin  
> g a using directive or an assembly reference?) [D:\UE4.25PhysXBlast\UnrealEngine\Engine\Source\Programs\UnrealBui  
> ldTool\UnrealBuildTool.csproj]  
> Platform\Windows\UEBuildWindows.cs(11,17): error CS0234: The type or namespace name ‘VisualStudio’ does not exist in th  
> e namespace ‘Microsoft’ (are you missing an assembly reference?) [D:\UE4.25PhysXBlast\UnrealEngine\Engine\Source  
> Programs\UnrealBuildTool\UnrealBuildTool.csproj]  
> RunUAT.bat ERROR: AutomationTool failed to compile.  
> BUILD FAILED  
> Press any key to continue . . .

I had a look for the

> [@](#):
>
> Ionic.Zip.Reduced

file but could only find a file. I’ll take a look around and update post.

---

<div class="post-metadata">

**Author:** ![Freakazoid](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Freakazoid](https://forums.unrealengine.com/u/Freakazoid)\
**Post date:** [August 18, 2020, 10:34am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5639 "2020-08-18T10:34:02Z")

</div>

> [@MilanDierickDAE](#):
>
> 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…

is actually something I want to do too. To use Waveworks in UE4 v4.25. is the most I’ve found in regards to a download but I don’t know if it’s usable or not.  
[https://developer.nvidia/waveworks](https://developer.nvidia/waveworks)

There’s literally nothing outside of a few videos for the software and I really wish both Epic and Nvidia wouldn’t be so quiet about . While UE5 was announced, there’s no release date that I’ve seen for that so right now UE4 is all we have to rely on.

Have you heard or seen anything new about ?

I can’t even find Waveworks 1.0 for UE4 v4.25. The last version on Github is 4.19 and all of the links previously given for a more updated version are invalid/dead links now. I am at a literal dead-end. So I am hoping someone knows \*\*something \*\*about .

---

<div class="post-metadata">

**Author:** ![SteveElbows](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SteveElbows](https://forums.unrealengine.com/u/SteveElbows)\
**Post date:** [August 18, 2020, 11:44am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5640 "2020-08-18T11:44:25Z")

</div>

Epic never made any commitment to these things becoming a proper part of UE4 and Nvidia look to have lost interest too. So in my book the sensible approach for future projects is to assume stuff is dead, I’m certainly not basing a single future plan on any of these things, even though I was a fan of FleX and Flow. Obviously there are exceptions for certain project scenarios but its a world of pain trying to keep old versions up to date with modern UE4 versions so I’d rather give up at stage.

---

<div class="post-metadata">

**Author:** ![DarkS474](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DarkS474](https://forums.unrealengine.com/u/DarkS474)\
**Post date:** [August 18, 2020, 1:01pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5641 "2020-08-18T13:01:57Z")

</div>

> [@SteveElbows](#):
>
> Epic never made any commitment to these things becoming a proper part of UE4 and Nvidia look to have lost interest too. So in my book the sensible approach for future projects is to assume stuff is dead, I’m certainly not basing a single future plan on any of these things, even though I was a fan of FleX and Flow. Obviously there are exceptions for certain project scenarios but its a world of pain trying to keep old versions up to date with modern UE4 versions so I’d rather give up at stage.

Unfortunately yes. The upcoming production ready Chaos API will be the official supported replacement for physics simulations inside Unreal Engine 4 and 5. And that’s it. Then on the marketplace there is a seller with its own limited physics simulations API, maybe others will follow. But Chaos API will be the new standard.

---

<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 18, 2020, 9:03pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5642 "2020-08-18T21:03:24Z")

</div>

@formatc2013 Are you running from within the VS2019 command prompt?

Are you following the below steps?

1. Open VS2019 Command Prompt
2. git clone [https://github/dyanikoglu/UnrealEngine.git](https://github/dyanikoglu/UnrealEngine.git)
3. cd UnrealEngine
4. Setup.bat
5. cd Engine\Source\ThirdParty\PhysX4
6. BuildProfile\_Win64.bat
7. cd …/…/…/…
8. GenerateProjectFiles.bat

Of course if you are failing at step 6 then it is of no value to continue on.

Would you please capture the complete log, if you can, to a text file and attach it to your reply.

Note that you do not need the .git on the URL or the .bat filename extensions but I left them there for posterity sake.

---

<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 21, 2020, 8:35am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5643 "2020-08-21T08:35:02Z")

</div>

> [@](#):
>
> @anonymous_user_f92919d11 Are you running from within the VS2019 command prompt?
> 
> Are you following the below steps?
> 
> 1. Open VS2019 Command Prompt
> 2. git clone [https://github/dyanikoglu/UnrealEngine.git](https://github/dyanikoglu/UnrealEngine.git)
> 3. cd UnrealEngine
> 4. Setup.bat
> 5. cd Engine\Source\ThirdParty\PhysX4
> 6. BuildProfile\_Win64.bat
> 7. cd …/…/…/…
> 8. GenerateProjectFiles.bat
> 
> Of course if you are failing at step 6 then it is of no value to continue on.
> 
> Would you please capture the complete log, if you can, to a text file and attach it to your reply.
> 
> Note that you do not need the .git on the URL or the .bat filename extensions but I left them there for posterity sake.

The last time I tried I used the command line except for cloning the repo, than got stuck at step 6.

AFK at the moment, once back at my workstation, I’ll try doing all in VS cmd.

Just wondering how is running it from the VS command line different from just running it using the icons or any other command line?

---

<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 21, 2020, 2:19pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5644 "2020-08-21T14:19:02Z")

</div>

Not sure that will help with what you are encountering but. . . I believe Visual Studio command prompt will set the path and environment variables that may be of help.

```auto

PATH=%PATH%;etc. . .
SET KEY=VALUE
SET KEY=VALUE

```

---

<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:** [September 4, 2020, 7:27pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5645 "2020-09-04T19:27:23Z")

</div>

> [@](#):
>
> Not sure that will help with what you are encountering but. . . I believe Visual Studio command prompt will set the path and environment variables that may be of help.
> 
> ```auto
> 
> PATH=%PATH%;etc. . .
> SET KEY=VALUE
> SET KEY=VALUE
> 
> ```

It is up and running now. All I needed was .net 4.6.2 targeting pack in VS.

---

<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:** [September 4, 2020, 8:46pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5646 "2020-09-04T20:46:42Z")

</div>

@formatc2013 glad to hear it 🙂 Thanks for letting me know. . .

---

<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:** [September 5, 2020, 8:42pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5647 "2020-09-05T20:42:57Z")

</div>

Just wondering if the build process is going ok for you.

My one gets stuck just after it tries to compile the Blast module.

I am getting these errors on packaging.

```html
UATHelper: Packaging (Windows (64-bit)): **********BUILD COMMAND STARTED**********
UATHelper: Packaging (Windows (64-bit)): Running: F:\UnirealEngine-Blast-\Engine\Binaries\DotNET\UnrealBuildTool.exe UnrealPak Win64 Development -NoUBTMakefiles -Manifest=F:\UnirealEngine-Blast-\Engine\Intermediate\Build\Manifest.xml -NoHotReload -log="F:\UnirealEngine-Blast-\Engine\Programs\AutomationTool\Saved\Logs\UBT-UnrealPak-Win64-Deve
lopment.txt"
UATHelper: Packaging (Windows (64-bit)): Using 'git status' to determine working set for adaptive non-unity build (F:\UnirealEngine-Blast-).
UATHelper: Packaging (Windows (64-bit)): Waiting for 'git status' command to complete
UATHelper: Packaging (Windows (64-bit)): Terminating git child process due to timeout
UATHelper: Packaging (Windows (64-bit)): Writing manifest to F:\UnirealEngine-Blast-\Engine\Intermediate\Build\Manifest.xml
UATHelper: Packaging (Windows (64-bit)): Target is up to date
UATHelper: Packaging (Windows (64-bit)): Total execution time: 55.58 seconds
UATHelper: Packaging (Windows (64-bit)): Took 56.0370361s to run UnrealBuildTool.exe, ExitCode=0
UATHelper: Packaging (Windows (64-bit)): Running: F:\UnirealEngine-Blast-\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win64 Development -NoUBTMakefiles -remoteini="F:\Storage\works\Unreal projects\POLYGON_Fantasy_Kingdom_Unreal_Project_4_22\PolygonKingdom" -skipdeploy -Manifest=F:\UnirealEngine-Blast-\Engine\Intermediate\Build\Manifest.xml
-NoHotReload -log="F:\UnirealEngine-Blast-\Engine\Programs\AutomationTool\Saved\Logs\UBT-UE4Game-Win64-Development.txt"
UATHelper: Packaging (Windows (64-bit)): Using 'git status' to determine working set for adaptive non-unity build (F:\UnirealEngine-Blast-).
UATHelper: Packaging (Windows (64-bit)): Writing manifest to F:\UnirealEngine-Blast-\Engine\Intermediate\Build\Manifest.xml
UATHelper: Packaging (Windows (64-bit)): Building UE4Game...
UATHelper: Packaging (Windows (64-bit)): Using Visual Studio 2019 14.26.28806 toolchain (H:\vs\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
UATHelper: Packaging (Windows (64-bit)): Building 3 actions with 8 processes...
LogSlate: Took 0.047093 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/DroidSansMono.ttf' (77K)
UATHelper: Packaging (Windows (64-bit)): [1/3] Module.Blast.cpp
UATHelper: Packaging (Windows (64-bit)): F:/UnirealEngine-Blast-/Engine/Plugins/GameWorks/Blast/Source/Blast/Private/BlastMesh.cpp(66): error C2039: 'bForceRebuildOnCache': is not a member of 'USkeletalMesh'
UATHelper: Packaging (Windows (64-bit)): F:\UnirealEngine-Blast-\Engine\Source\Runtime\Engine\Public\Rendering/SkeletalMeshRenderData.h(10): note: see declaration of 'USkeletalMesh'
UATHelper: Packaging (Windows (64-bit)): Took 338.898068s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (F:\UnirealEngine-Blast-\Engine\Programs\AutomationTool\Saved\Logs\UBT-UE4Game-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error

```

And the one in the attachment.

Anyone run into these?

---

<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:** [September 5, 2020, 9:27pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5648 "2020-09-05T21:27:21Z")

</div>

@formatc2013 IIRC, Debug packaging was the only version that worked for me. I did run into the same you are seeing. is from memory and I would have to verify it. If you are planning on releasing from branch I can invest some time to see if I can resolve the(s) but there are no guarantees.

---

<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:** [September 7, 2020, 6:16pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5649 "2020-09-07T18:16:11Z")

</div>

It’s ok for now, I am just experimenting, but please let me know if it’s ready!

---

<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:** [September 10, 2020, 5:05pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5650 "2020-09-10T17:05:34Z")

</div>

@formatc2013 Actually, at the moment I am working on my own editor and game engine. Basically creating a product to compete with 3dsMax/Maya and UE4/5. I am offering my help since is somewhat fresh on my mind, and it makes use of NVidia codebase (I love NVidia and have used their products for years). I cannot spend too much time on it but if it is something that you will use then I’ll take a quick stab at it. . . but offer no promises. Some of the bugs can take hours to track down.

---

<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:** [September 23, 2020, 7:41pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5651 "2020-09-23T19:41:23Z")

</div>

> [@](#):
>
> @anonymous_user_f92919d11 Actually, at the moment I am working on my own editor and game engine. Basically creating a product to compete with 3dsMax/Maya and UE4/5. I am offering my help since is somewhat fresh on my mind, and it makes use of NVidia codebase (I love NVidia and have used their products for years). I cannot spend too much time on it but if it is something that you will use then I’ll take a quick stab at it. . . but offer no promises. Some of the bugs can take hours to track down.

That sounds like a daunting task. Are you working on it alone?

---

<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:** [September 30, 2020, 3:38am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5652 "2020-09-30T03:38:50Z")

</div>

4.25 evry time crash when groom importing

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