Your attachments don’t work for me, are you sure you are using the same character in UE4 as the one you used to create the hair? Also I think the hair needs to be attached to the skeletal mesh in Blueprint to work, so its worth making sure. You can check out my tech demo located : https://github//UnrealEngine/tree/4.8_NVIDIA_Techs where I have the Epic character with skinned hair working.
So i recompiled the VXGI branch and made sure to select NO when asked to overwrite files during compile and it worked!
I only get like 2fps in the Sci-Fi corridor and i can’t tell much from the cube so i will probably just wait for my new MSI GTX 980 TIs to get before i start running tests with it in one of my current projects.
I am going to try and recompile Flex now as well and see if it works.
Hi,
I tried again to build the Unreal Engine 4.8 Gameworks Build with the archive, provided. But after I executed the Setup.bat file, I get the following error. Is there something wrong with the link? It seems that the path or the filename is too long.
Do I need the commercial version of Visual Studio 2013 or can I use Visual Studio 2013 Express for Windows to compile the Build?
Best regards,
FWIW I had issues with VS 2015 Community. Trying the VS 2013 Community version, link is : https://www.visualstudio/en-us/news/vs2013-community-vs.aspx
UE4 builds are only compatible with the 2013 edition of VS at the moment, at least last time i checked.
So i have been messing with WaveWorks and the default material is kind of bland so i decided to add one of my custom water materials to the WaveWorks setup.
My material adds View Distance LOD to the Tessellation, SubSurface Scattering, Refraction and Depth Bias Visibility. Hopefully there is a 4.8 update to the WaveWorks integration soon so we canhave ScreenSpace Reflections on transparency which seems to be the only shader method WaveWorks supports right now.
Anyway, 's a quick video clip - 1080p @60fps
v=DP5Z0HbXq6Q
Oh OK cheers for info
Hi,
I have succeeded to build the Gameworks Unreal Engine 4.8 Build. Thanks for your help. But unfortunately the Build do not work. I tested it on my Windows 8.1 and Windows 10 system. I get the following error when I start the Unreal Engine:
Did I forgot something? I have no explanation for error.
Best regards,
You need to recompile the ShaderCompilerWorker program, can be found under Programs in your visual studio solution explorer.
Ah, ok. Thank you very much.
@The Build works !!! Fantastic. Thank you very much. I noticed that I can only see the VXGI lighting when I push the play button. In my editor window everything is dark. (Lit mode) What should I do to solve ?
Best regards,
Make sure your post processing volume is unbound or your inside the PP volume in the editor. I have seen no issues with seeing VXGI in the editor. But will check for myself a bit later.
The problem occurs in the first VXGI map of the NVTechDemos (VXGIExample) . My PostprocessVolume is set to unbound. But in my viewport everything is black.
Is also a Flex example project somewhere available?
The Tech Demos in my branch are mine, one of the VXGI maps has animated glowing balls, will not work in the editor, as it uses a blueprint to change the colors. And currently I have not got a Flex demo, but you can take the Flex demo from the NVIDIA branch and convert to 4.8 and use in my branch
Ah ok, I understand. Where can download the NVIDIA branch? Unfortunately I cannot find it…
is the official NVIDIA GameWorks branch: make sure that if your experiencing any kind of problems with the actual technology that you are using their official branch when reporting the, as my branch may have issues that are due to porting to 4.8 and may not be NVIDIA’s problems.
Each technology is in its own branch. So if your looking for the Flex demos, then change to the FleX branch and its the FlexProject folder.
Thank you for the link. I only need the Flex projects. At the beginning its not so easy to understand how the Flex integration works in the Unreal Engine. I guess these projects will help me.
Hi everybody .
Did anyone else tried turbulence branch? I have a problem with heat source component. Everytime i try to use it (place it in scene or as component of blueprint), ue4 crash. Can anybody please try it? I wonder if it is just my problem. Thanks
@: Unfortunately the link to the NVIDIA Gameworks Branch contains not the NVIDIA Flex demo project. You can find it under link:
/tree/FleX
It works fantastic with your Build.
Can I use every light with VXGI or are there some restrictions ?