NVIDIA GameWorks Integration

Not at the moment, I will upload it next week.

But I made it working. I used integration of flex for UE4.22 as reference : https://github/xoyojank/UnrealEngine. The workaround was to bypass the function in ShaderParameterStruct that test the buffers for Flex meshes.

For now I have Flow working with cascade particles using but not (but I’d like to) and Flex working using and but no fluid rendering as I don’t need it but I think it’s possible to have it too. I still don’t have a FlexActor created in the scene when I drag&drop a Flex mesh asset but it’s a detail.

Glad to hear you got it working! Can’t wait to give it a try once you upload it to GitHub. I do know that some GameWorks tech have separate dll libraries for and , not sure if that might be the for Flow.

OMG! is amazing man I salute you! Why doesn’t the fluids render? Does it work on UE4.27 yet?
Thanks

Any news?

is the link :
https://github/Keikoo/UnrealEngine/tree/4.27-flex-flow

Like I said there is no flex fluid support, but if I can try to add it if requested.
Having 4.1 maye be nice too.

1 Like

Do you have NVIDIA flex4.26?

Thanks so much for your integration, I missed things trying to do it myself. I wish Flex Fluids worked, Idk the rendering pipeline enough yet myself…

I noticed the .gitignore needs to be updated to include the Gameworks files so that they can be downloaded by zip. I will merge both Flex and Flow into the 4.26 branch with 4.1/Blast. It would be nice to get everything working in but idk myself…

I will work on progress when I can, if anyone gets further please share…

is WIP 4.26.2 Branch:
Nvidia Raytracing Improvements
DLSS-RTXGI-AMD FSR
Better LPV
Blast/PhysX4.1 Full Set
Flex Soft/Rigid Bodies, Rope
Flow Particle Mode only but crashes in Standalone
https://github/CytokinetikGames/UnrealEngine/tree/4.26.2-RTX-DLSS-FSR

Why isn’t flex fluid working?

See 4.27 Flex/Flow integration few posts above. It has fluid .cpps totally removed because more refactoring is needed since the 4.22 changes. I will continue to work on GW when I can; as I would like VXGI, as well as full featured Flex/Flow. Lumen and RT is just too costly outside of film imho.

is a cuda particle fluidsim plugin similar to what Flex does:
https://github/UnrealXinda/SPHLiquid

It requires cuda installation to build also. Idk, Niagara may be a better solution for fluids? I will be looking into these things when I have time.

1 Like

I didn’t even try to add flex fluid because of Niagara, but I think it’s still possible to have flex fluid rendering. I’ll look into it.

1 Like

i think flex and flow fully support and nvidia volumetric lighting and 4.27 is perfect branch.

Flex with fluid render maybe

After compiling the engine I got some errors in Visual Studio 2019.

Despite that I could open engine, but Flow doesn’t render (plugin is enabled)
I tried using Emitter on the actor but It didn’t help…

Sounds like a lot of work, to get Flex rendering working with UE4.22+, but it doesn’t stop waiting with bated breath.

I haven’t seen anything comparable, from Epic or otherwise. Nor do I see any planned.

would be fantastic if it was bought up to snuff.

Anyone was able to make flex fluids work ?

I have added VXGI/HBAO+ to 4.26 Gameworks branch I have been working on. It is still in an erroneous state, but almost there. If anyone is interested in helping I will try to resolve the remaining errors left in the merge. I will also fix Flex fluids that is missing from the branch when I can.

https://github/CytokinetikGames/UnrealEngine/tree/4.26-GameWorks

Thank you so much for your branch! Just a quick question about the future of Unreal GameWorks. Since UE5 has removed will it hinder the possibility of merging GameWorks tech with UE5? Mostly for Flex since there is no other reliable alternative for soft body physics in Unreal. Thank again for the amazing work in keeping UE4 GameWorks alive!

You can still manually compile with the current UE5.0 source release, but yes, these older methods are dead unless using UE4. UE5 will offer expansive alternatives in the future. The engine has also migrated to double precision, etc…

Interested in adding Nvidia flex to 4.27 project for the cloth tearing, but the GitHub links in the thread are all dead :smiling_face_with_tear: