hairworks look realistic
hello everybody !! are there any updated on whether if and when we’ll see Gameworks in 4.23 ??
It would be great if someone WOuld be get HBAO, working on 4.24 too, iw as trying but i have Compile errors :I
I think the most lack of hairworks is it seems doesn’t support tranceparent. TressFX has a soft look, it can run 90 FPS for 1 hair model in my GTX 1050 CARD.
Maybe the new hair component in version 4.24 will have a wonderful solution.
4.24 hairworks is the best IMO
Hi, is there any waveworks 4.24.1?
For our senior project, we requested a new version of WaveWorks. Therefore, we need to integrate the new version to one of the Unreal Engine versions.
We would like to know how to do it.
Can someone walkthrough us?
Kaan Taha Koken
METU - Computer Engineering
help me please, I did everything according to the instructions but when I open the page I get an error pops out help !!!
Do you have a link to the TressFX integration used here?
Why ALL of the GitHub links is 404? Can someone actually post a 4.23.1???
You need to have your Epic and Github accounts linked to access private UE repo or it’s forks: Unreal Engine 4 on GitHub - Unreal Engine
Olento. So 4.21 is still the most complete integration of Gameworks for Unreal that is fully functioning? I assume because of the rendering changes. Does Epic have something coming that might make the effort to get things like FLOW working in 4.23 or 24 a waste of time or something? Just curious before deciding to anchor a new project on 4.21. Thanks. Amazing contributions by the way.
Yes it’s basically the 4.22+ rendering changes that stalled this. I have Flow running on 4.22 but it doesn’t render anything unless you use it through cascade particles. Porting the actual flow sim to 4.24 is fairly trivial, but the flow’s own smoke rendering would still be broken.
I don’t know if Epic is cooking anything in regards of the fluid sims (besides those Ryan Brucks experiments).
How with Niagara you can make a liquid (for example, in a barrel), as in NVIDIA FleX?
Or in which branch is better to write this question?
Does anyone have any experience with using FleX and Overlap collision events? I am on 0lento’s 4.19.2 branch and cannot get them to work as explained in this video: https://youtu.be/GlIVs6SV3Z0
EDIT: Figured out the issue, apparently it just does not work with Soft FleX objects
hi，thanks so much to developed so much nice things. is there any way to know if NVIDIA developed gamework to ue4 4.22 or last ?also want to know if you still work on update gamework to 4.22?
if you have your github linked to epic account (Iike needed with all ue4 forks) you can see nvidias development here: https://github.com/NvPhysX/UnrealEngine/branches/active. As you can tell by looking at that, they only do RTX work nowadays, there’s been zero updates to traditional gameworks techs for a long time.
I’d like to but the rendering changes kinda make the effort pointless atm. I don’t know enough of the gameworks techs or ue4 rendering internals to redo their rendering code for 4.22+. Some of the techs can be ported to newer UE4, like blast, flow and flex, probably hbao+ too but you still wouldn’t get things like fluid rendering on flow and flex without the rendering code redo.
Blast is bit problematic as it’s being used bit differently now on Chaos, it’s technically part of the ue4 now but it doesn’t work with physx like the gameworks version did. And HBAO+ usage is quite marginal, especially since UE4 already supports SSAO on forward path now + they have GTAO which is superior to HBAO+ so I don’t know if it’s really worth the effort to separate it again from VXGI branch just to get it running on 4.24 etc.
@Olento: Thank you for the info!it is kind of sad to not have an alternative for flex moving forward. I wonder if Niagara could do fluids and soft bodies like flex. Yeah it is sad to see these bleeding edge tech just left on the side to rot. oh well.
@0lento, thanks very much for your work on gameworks integration. I have successfully built your 4.21-Gameworks branch. I can run the Development Editor, and I can load up the FlexProject, and I can run it just fine. However, I have an issue with the flex assets themselves.
When I open a flex asset in the asset editor (say, flexBacon) there is a Flex button on the top but no Flex settings panel. See the video link below to see the behavior I am expecting to see: a flex button on top and a flex settings panel in the asset editor (starts 7:45 ish).
I do see that each flexBacon instance does have a Flex settings panel (like in the video), including an “Override asset” button. But there are no Flex settings on the asset itself (or they are invisible), so I don’t know what this override button would do or where the flex settings for the instance come from.
This is likewise a problem for when I try to create my own flex assets. I can right click a static mesh and choose “Create Flex Static Mesh”. When I open the new “*_Flex” static mesh in the asset editor, I don’t see any Flex settings panel, but I do see a Flex button on the top (although it appears to do nothing, while with flexBacon the particle display is turned on and off). But, just like flexBacon, I can drop it into the scene and see a Flex settings panel on the instance along with an “Override asset” button.
Based on the above note from your earlier test procedure post, I’m not sure whether this is something you’ve tested for, and if so do you have any idea what could be wrong with my build or my workflow? This is my first time building UE from source, but I followed the instructions correctly as far as I’ve been able to tell.
Any help would be much appreciated, thanks!
Yeah I don’t have enough time to do full QA pass to test every feature on these techs, hence some issues may go unnoticed. I do try to check things if people report some issues though I can check this out but there are really high chances that if it’s broken, it’s been broken already on the nvidias original 4.19 FleX integration (which is what this 4.21 port is based on).