Seems to be working now, I tried cloning it through PowerShell instead of the GitHub for Windows app
still waiting clean branch
Wow these are seriously impressive technologies! Thanks to Nvidia for implementing them! and thank you to Galaxyman2015 for bundling them into one branch! I’ve got everything up and working, but I noticed that tessellation doesn’t seem to be supported in your branch Galaxyman2015. I searched for a solution but didn’t see one.
“warning X3206: implicit truncation of vector type”, and "error x3000: unrecognized identifier ‘FVertexFactoryInterpolantsVSToDS’ "
It seems the problem still happens in the newest 4.8_NVIDIA_Techs branch. Is it caused by the branch merging?
Under what circumstance do you see these errors, as I dont see them.
I get it when I try enabling tessallation on a material.
The fix is provided in this thread, go back a page or two, Unfortunately I have not had time to patch up my 4.8 branch to include it.
That does indeed fix it, I searched for the error message but somehow missed it. Thanks again for your efforts and patience GalaxyMan.
Hairworks doesn’t work in VR By doesn’t work I mean it renders in one eye and moves when you look around.
Opened another pull request to sort this problem out!
P.S Everyone I am back from holiday!
clean branch need please
I apologize if this is common knowledge. . .but what repo should we pull from for the NVidia GameWorks features?
Are these features already in UE 4.8:
The NVidia branch appears to be waaay back in commits. 9,424 commits behind Epic::Release, and 15,690 commits behind Epic::master.
Am I doing something wrong?
It looks like the NVidia branch is at UE 4.7. Is that correct?
That is correct. Galaxyman2015 branch is on 4.8 with all gameworks features. Which you can find here
Please explain what you mean
download and compile is the problem d3d11.dll
package not compile
hairworks fix etc
I missed some fixes
clean branch need… download compile and work,not need fix.
The branch works fine, so this is an issue at your end, since you havent shown any error messages or really explained the error well enough, I can’t help.
downloading again. and will compile again.
I will look works package and gameworks
and turn to you
Is there an ETA for buy buoyancy for Waveworks? (Boat, or something similiar)
Coming from a film/vfx background… What would be awesome is if waveworks was able to switch to doing a flex fluid sim around the player, using the waveworks surface as a base to advect the flex particles - to keep the shape of the wave. And then blend that flex fluid back in in with the waveworks surface a certain distance away. Then you could have this massive ocean interacting with the player and your boat could be a rigid body body flex object that would already have a buoyancy option consider that a feature request