NVIDIA GameWorks Integration

Packaging Issues with VXGI, and VXGI-4.9 nvidia branches

Hi all,

I’m new to the thread, and am having issues with packaging not working with vxgi branches.

I tried with same results for both the vxgi (4.8), and vxgi-4.9 branches of NvPhysX repository and they are working in the editor in standalone etc, but not when i try the launch button, or when i try to package for my win64 configuration. I get the same error in both of those cases.

These branches:
/tree/VXGI
https://github/apanteleev/UnrealEngine/tree/VXGI-4.9

I get error when packaging:

LogPlayLevel: Project.CopyBuildToStagingDirectory: ********** STAGE COMMAND STARTED **********
LogPlayLevel: BuildCommand.Execute: ERROR: BUILD FAILED
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception:
LogPlayLevel: Program.Main: ERROR: Exception in AutomationScripts.Automation: Stage Failed. Missing receipt ‘UE4Game-Win64-Development.target.xml’. Check that target has been built.
LogPlayLevel: Stacktrace: at Project.CreateDeploymentContext(ProjectParams Params, Boolean InDedicatedServer, Boolean DoCleanStage)
LogPlayLevel: at Project.CopyBuildToStagingDirectory(ProjectParams Params)
LogPlayLevel: at BuildCookRun.DoBuildCookRun(ProjectParams Params)
LogPlayLevel: at BuildCommand.Execute()
LogPlayLevel: at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
LogPlayLevel: at AutomationTool.Automation.Process(String] CommandLine)
LogPlayLevel: at AutomationTool.Program.MainProc(Object Param)
LogPlayLevel: at AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
LogPlayLevel: at AutomationTool.Program.Main()
LogPlayLevel: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 17.840130
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=Error_MissingExecutable
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_c58_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_c3c_0///####STATCAT_Advanced####
LogPlayLevel: Domain_ProcessExit
LogPlayLevel: copying UAT log files…
LogPlayLevel: RunUAT.bat ERROR: AutomationTool was unable to run successfully.
LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 0.000291
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Launch failed! Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game <Platform> <Configuration>

I was testing packaging wih the out-of-the-box SciFiHallway from Samples directory of the branches.

From seeing previous response (page 62) from to …:
https://forums.unrealengine/showthread.php?53735-NVIDIA-GameWorks-Integration&p=401654&viewfull=1#post401654

…I gathered that I need to build UE4 twice in visual studio: once in ‘Development Editor’ configuration, and once in ‘Development’ mode after to generate the UE4Game.exe. I get the same 7 errors the reports in post when trying to build in ‘Development’ configuration to generate UE4Game.exe:
https://forums.unrealengine/showthread.php?53735-NVIDIA-GameWorks-Integration&p=400329&viewfull=1#post400329

I find it strange that these 7 errors all mention when I only have on my machine and on windows8.1.
If packaging is indeed meant to work at point, would anyone have a clue what might be off in my configuration?

My Configuration: Windows 8.1 (64bit), Visual Studio 2013, Version 4.5 .NET framework, Latest Geforce 358.70 Driver
My Machine: 2 gtx970 SLI (SLI not active for test), i7 5930k 3.5 ghz

I’ve attached a few files in case it helps:

file 1: the log for packaging failure when trying to package the SciFiHallway out the box sample.
file 2: the 7 errors i get when trying to build the UE4 in ‘Development’ configuration to generate UE4Game.exe
file 3: my machine specs

…If anyone has suggestions for next steps to try to resolve it would be much appreciated.
I’m considering installing windows 10 as a next step for lack of a better idea.