# 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:** 1\
**Showing post:** 4307

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**Author:** ![MaximeDupart](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/maximedupart/32/1194606_2.png) [@MaximeDupart](https://forums.unrealengine.com/u/MaximeDupart)\
**Post date:** [November 9, 2017, 7:56pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4307 "2017-11-09T19:56:04Z")

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> [@IslandPlaya](#):
>
> Thanks ,  
> I get error when built for Win64… Not sure why a Mac\ folder is involved.
> 
> Error C2039 ‘MergeShaderCacheFiles’: is not a member of ‘FShaderCache’  
> E:\UE\UE\_4.18\_GameWorks\Engine\Source\Programs\Mac\ShaderCacheTool\Private\ShaderCacheTool.cpp
> 
> Probably my fault somehow but can’t tinker with it just now… Any ideas?
> 
> Thanks for all your hard work.
> 
> \*Edit: Am using VS2015.

I found answer in the 4.18 migraiton channel, other people had the same than yours:

> [@C++ Transition Guide for 4.18](https://forums.unrealengine.com/t/c-transition-guide-for-4-18/101714/29):
>
> @RyuMaster as well (since you had the same).
> 
> The fix is not to “Build Solution” on the engine, simply build the UE4 project itself (it’ll bring in any needed dependencies). That is specifically a Mac tool that is included in the solution by default and needs to be removed - but, still, you shouldn’t “Build Solution” by default on the engine anyway, it’s not needed/required.

I assume you tried to build the entire solution instead of the engine ‘UE4’ project itself? 😛

All you need is guy:  
 ![UE4Project.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/2/1/21c26cd683cc879dbf8f3b5f58a267b92ebd6fa7.jpeg)

Then you can go into programs and build Lightmass to be able to build baked GI.

If you have the build with VXGI you need to rebuild "ShaderCompileWorker’ in the programs list

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