NVIDIA GameWorks Integration

Hi guys,

After building version of the engine and trying to distribute the built package out to team-mates, i’m unfortunately getting error:

Assertion failed: VXGIDLLHandle [File:B:\Unreal_Engine\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformMisc.cpp] [Line: 2646]

UE4Editor_Core!FDebug::AssertFailed() [b:\unreal_engine\engine\source\runtime\core\private\misc\assertionmacros.cpp:419] UE4Editor_Core!FWindowsPlatformMisc::LoadVxgiModule() [b:\unreal_engine\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:2647] UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::LoadPreInitModules() [b:\unreal_engine\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:38] UE4Editor!FEngineLoop::LoadPreInitModules() [b:\unreal_engine\engine\source\runtime\launch\private\launchengineloop.cpp:2419] UE4Editor!FEngineLoop::PreInit() [b:\unreal_engine\engine\source\runtime\launch\private\launchengineloop.cpp:1499] UE4Editor!GuardedMain() [b:\unreal_engine\engine\source\runtime\launch\private\launch.cpp:127] UE4Editor!GuardedMainWrapper() [b:\unreal_engine\engine\source\runtime\launch\private\windows\launchwindows.cpp:144] UE4Editor!WinMain() [b:\unreal_engine\engine\source\runtime\launch\private\windows\launchwindows.cpp:223] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253] ntdll

I’m using Jenkins to build on a server for ease of distribution using command:

“B:\Unreal_Engine\Engine\Binaries\DotNET\AutomationTool.exe” BuildGraph -target=“Make Installed Build Win64” -script=B:\Unreal_Engine\Engine/Build/InstalledEngineBuild.xml -set:HostPlatformOnly=true -set:WithDDC=false -set:SignExecutables=false

I noticed that some people were having a similar in earlier engine versions and i was wondering if anyone has a definitive fix for ?