NVIDIA GameWorks Integration

Thanks dude! That seems to have helped a lot once rebuilt (I only set VXGI to 0, couldn’t find FLEX). The shader compilation times seem to be similar to those in the official build now.
One thing I did not know is - once I changed that one line in one file, is it really necessary to rebuild the whole engine, or is there any way to just recompile what’s affected by it?

If you modify a header in the engine, theres a good its going to rebuild a large portion of the engine since it has to rebuild all modules that directly or indirectly reference that header. Same with Build.cs files (Since thats going to cause a module to be rebuilt). Modifying a CPP file in the engine can be pretty safe and it will usually only rebuild the affected module.

Perhaps someone can clear up for me.

I compiled Galaxymans 4.8p3 version but it’s not UE 4.8. It’s giving me UE 4.7. something. Why is it labeled as 4.8p3 but is actually UE 4.7?

The 4.8p3 version is as the name suggests (4.8 preview 3). That may be why its stated as 4.7. Not sure since I havent used it in a long while, the actual version you should be using from my branch is https://github//UnrealEngine/tree/4.8_NVIDIA_Techs which is 4.8

What I’m saying is that when I build the 4.8p3 it is building as one of the UE4.7 engines.

And what I am saying is, its because its 4.8 preview 3, that may be why its showing as 4.7 (its a preview build, not an official 4.8 build)

Oooohhhh, so it was a preview build of 4.8. Now I understand. Thanks for clearing that up. The word preview was just not registering in meh brain. Oh, btw, thanks for setting up. You the boss man :smiley:

Forgive me if I’m still not doing something right. That version you linked in quote is Unreal Editor version 4.7.3, did I do something wrong? I must be doing something wrong.

It sounds like your not actually building the engine (or launching the wrong one). I can validate that the above link is definately 4.8, since its the exact same engine that I am using right now.

Yeap, I got it working man. It was stupidity on my part. I’m a noob to github so I wasn’t doing it right. It’s working now tho and it’s 4.8.

Nevermind, got it working.

The hair on my character is kind of flickering tho, the shading I mean.

I couldn’t seem to find an option. How do I control how many hairs there are? Like increasing or decreasing the amount of hairs.

So does anyone know how to enable HBAO+ got 's version of it and I cannot for the life of me figure out how to enable it.

I think it’s r.HBAO.Enable 1 in console, it’s off by default. Then tweak it under HBAO section in unbound PostProcessing volume. Maybe when he makes the build for 4.9, he can enable it by default.

Hey guys sorry to bug you but does anyone know how flex works for particles ?

Hi , do you plan to merge nvidia gameworks with the new 4.9 release ??

@ - If you are going to merge the gameworks into 4.9 I would recommend waiting just a tad for them to fix a couple bugs that have turned up in the current 4.9 release. There is quite a few reports of a redirect bug as well as the Set Morph Target node not applying morphs to slave/children meshes. Shouldn’t take them long to throw out a hotfix for them tho.

Hi everyone, Ive compiled the Nvidia FleX branch but the test project does not work properly. The particles are not colliding with anything. Also, the editor says v4.8 … I did something wrong? Or it is a bug?

Are there more options available for HBAO+? I am missing fine controls over the AO distribution in the scene.

Check your post processing volume or Camera Post processing settings