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NVIDIA GameWorks Integration

Here’s the first thing you did wrong - you need to answer “n” to the question about overwriting files.

It looks like VS setup didn’t make the right settings. Check this out: Error Compiling UE4 using VS2013 Ultimate - UE4 AnswerHub
Alternatively, try running GenerateProjectFiles.bat from the VS command prompt (search for it in the Start menu).

No, at least not yet. We don’t distribute built binaries.

Thank you!
Again, I unzip the file “Unreal Engine-VXGI”, then run Setup.bat and refused to change the file.

I checked the directory VS in “System Variables”, he was right.

I tried to run “GenerateProjectFiles.bat” from the command line VS and now I get this:



C: \ Program Files (x86) \ Microsoft Visual Studio 12.0> G: \ UnrealEngine-VXGI \ Generat
eProjectFiles.bat
Setting up Unreal Engine 4 project files ...
Binding IntelliSense data ... 100%
Writing project files ... 0%
UnrealBuildTool Exception: System.IO.FileNotFoundException: C: \ Program Files (x8
6) \ Microsoft Visual Studio 12.0 \ Common7 \ Tools \ ../../ VC / bin / amd64 \ cl.exe
   in System.Diagnostics.FileVersionInfo.GetVersionInfo (String fileName)
   in UnrealBuildTool.VCEnvironment.FindCLExeVersion (String CompilerExe) in g: \ Unr
ealEngine-VXGI \ Engine \ Source \ Programs \ UnrealBuildTool \ Windows \ VCEnvironment.cs: with
Throk 177
   in UnrealBuildTool.VCEnvironment..ctor (CPPTargetPlatform InPlatform) in g: \ Unre
alEngine-VXGI \ Engine \ Source \ Programs \ UnrealBuildTool \ Windows \ VCEnvironment.cs: Article
Rock 66
   in UnrealBuildTool.VCEnvironment.SetEnvironment (CPPTargetPlatform Platform) in
g: \ UnrealEngine-VXGI \ Engine \ Source \ Programs \ UnrealBuildTool \ Windows \ VCEnvironmen
t.cs: line 48
   in UnrealBuildTool.VCToolChain.GetVCIncludePaths (CPPTargetPlatform Platform) in
 g: \ UnrealEngine-VXGI \ Engine \ Source \ Programs \ UnrealBuildTool \ Windows \ VCToolChain
.cs: ​​line 1673
   in UnrealBuildTool.VCProjectFile.WriteProjectFile (List`1 InPlatforms, List`1 I
nConfigurations) in g: \ UnrealEngine-VXGI \ Engine \ Source \ Programs \ UnrealBuildTool \ S
ystem \ VCProject.cs: line 308
   in UnrealBuildTool.ProjectFileGenerator.WriteProjectFiles () in g: \ UnrealEngine-
VXGI \ Engine \ Source \ Programs \ UnrealBuildTool \ System \ ProjectFileGenerator.cs: strings
and 2063
   in UnrealBuildTool.ProjectFileGenerator.GenerateProjectFiles (String ] Argument
s, Boolean & bSuccess) in g: \ UnrealEngine-VXGI \ Engine \ Source \ Programs \ UnrealBuildT
ool \ System \ ProjectFileGenerator.cs: line 630
   in UnrealBuildTool.UnrealBuildTool.GenerateProjectFiles (ProjectFileGenerator G
enerator, String ] Arguments) to g: \ UnrealEngine-VXGI \ Engine \ Source \ Programs \ Unre
alBuildTool \ System \ UnrealBuildTool.cs: line 1259
   in UnrealBuildTool.UnrealBuildTool.Main (String ] Arguments) to g: \ UnrealEngine-
VXGI \ Engine \ Source \ Programs \ UnrealBuildTool \ System \ UnrealBuildTool.cs: line 109
8

GenerateProjectFiles ERROR: UnrealBuildTool was unable to generate project files.

Press any key to continue. . .


It appears lacking of a file in the VS. I have tried reinstalling VS (the default installation), it did not help. Maybe somebody knows how to solve?

If you have same problem like me use this way (actually this solution is really bad practice but it works right now ) :

  • Select “Attach to rigid” options in static mesh editors flex panel.
  • Create little box mesh inside of your soft body and disable visibility.
  • And move this mesh.

Hi, this is a random guess.

Some people have had issues when they git clone a single branch, as opposed to git clone the whole repository then git checkout the (for example) VXGI branch. So if one downloads a single branch as a .zip file, I wonder if this issue occurs too.

In any case, if the issue is with VS Community 2013, etc., I found this AnswerHub, though the solution is not, um… very palatable: https://answers.unrealengine.com/questions/260186/unrealbuildtool-exception-systemiofilenotfoundexce.html

Nice :slight_smile:


Error	1	error C1083: Cannot open include file: 'metahost.h': No such file or directory	C:\Users\Johnny\Documents\GitHub\UnrealEngine\Engine\Source\Editor\SwarmInterface\Private\SwarmInterface.cpp	19	1	UE4
Error	2	error : Failed to produce item: C:\Users\Johnny\Documents\GitHub\UnrealEngine\Engine\Binaries\Win64\UE4Editor-SwarmInterface.dll	C:\Users\Johnny\Documents\GitHub\UnrealEngine\Engine\Intermediate\ProjectFiles\ERROR	UE4
Error	3	error MSB3073: The command "..\..\Build\BatchFiles\Build.bat UE4Editor Win64 Development" exited with code -1.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets	38	5	UE4


Ok, I could start building the solution (there was some error with installing VS Community 2013), and now, I get this error
I can’t find that file anywhere, it’s included in SwarmInterface.cpp

metahost.h is a core Windows SDK file. This suggests that there is a problem with your Visual Studio/SDK setup I am guessing.

Another random guess, did you choose “DevelopmentEditor” as your solution (not “Development”)?

https://github.com/NvPhysX/UnrealEngine/tree/master
“Load the project into Visual Studio by double-clicking on the UE4.sln file. Set your solution configuration to Development Editor and your solution platform to Win64, then right click on the UE4 target and select Build. It may take anywhere between 10 and 40 minutes to finish compiling, depending on your system specs.”

Is the Turbulence merge still in the works GalaxyMan?

I am using a 980 :frowning:

Did you try what I said? Official NVIDIA Branch of FLEX and the standalone FLEX demos? My branch should have no issues, in fact I have been using FLEX and VXGI together this week without any issues.

Hmm, thanks, the installer didn’t set WindowsSDK_IncludePath, so I had to add to Include Directories manually
Now I get a lot more errors


Error	1	error C2011: '_COAUTHIDENTITY' : 'struct' type redefinition	c:\program files\microsoft sdks\windows\v7.1\include\wtypes.h	501	1	UE4
Error	2	error C2011: '_COAUTHINFO' : 'struct' type redefinition	c:\program files\microsoft sdks\windows\v7.1\include\wtypes.h	512	1	UE4
Error	3	error C2011: 'tagMEMCTX' : 'enum' type redefinition	c:\program files\microsoft sdks\windows\v7.1\include\wtypes.h	558	1	UE4
Error	4	error C2011: 'tagCLSCTX' : 'enum' type redefinition	c:\program files\microsoft sdks\windows\v7.1\include\wtypes.h	595	1	UE4
Error	5	error C2011: 'tagMSHLFLAGS' : 'enum' type redefinition	c:\program files\microsoft sdks\windows\v7.1\include\wtypes.h	638	1	UE4
Error	6	error C2011: 'tagMSHCTX' : 'enum' type redefinition	c:\program files\microsoft sdks\windows\v7.1\include\wtypes.h	650	1	UE4
Error	7	error C2011: '_BYTE_BLOB' : 'struct' type redefinition	c:\program files\microsoft sdks\windows\v7.1\include\wtypes.h	701	1	UE4
Error	8	error C2011: '_WORD_BLOB' : 'struct' type redefinition	c:\program files\microsoft sdks\windows\v7.1\include\wtypes.h	709	1	UE4
Error	9	error C2011: '_DWORD_BLOB' : 'struct' type redefinition	c:\program files\microsoft sdks\windows\v7.1\include\wtypes.h	717	1	UE4
Error	10	error C2011: '_FLAGGED_BYTE_BLOB' : 'struct' type redefinition	c:\program files\microsoft sdks\windows\v7.1\include\wtypes.h	725	1	UE4
Error	11	error C2011: '_FLAGGED_WORD_BLOB' : 'struct' type redefinition	c:\program files\microsoft sdks\windows\v7.1\include\wtypes.h	734	1	UE4
Error	12	error C2011: '_BYTE_SIZEDARR' : 'struct' type redefinition	c:\program files\microsoft sdks\windows\v7.1\include\wtypes.h	743	1	UE4
Error	13	error C2011: '_SHORT_SIZEDARR' : 'struct' type redefinition	c:\program files\microsoft sdks\windows\v7.1\include\wtypes.h	749	1	UE4
Error	14	error C2011: '_LONG_SIZEDARR' : 'struct' type redefinition	c:\program files\microsoft sdks\windows\v7.1\include\wtypes.h	755	1	UE4
Error	15	error C2011: '_HYPER_SIZEDARR' : 'struct' type redefinition	c:\program files\microsoft sdks\windows\v7.1\include\wtypes.h	761	1	UE4
Error	16	error C2079: '_wireSAFEARRAY_UNION::__MIDL_IOleAutomationTypes_0001::ByteStr' uses undefined struct '_BYTE_SIZEDARR'	c:\program files (x86)\windows kits\8.1\include\um\oaidl.h	332	1	UE4
Error	17	error C2079: '_wireSAFEARRAY_UNION::__MIDL_IOleAutomationTypes_0001::WordStr' uses undefined struct '_SHORT_SIZEDARR'	c:\program files (x86)\windows kits\8.1\include\um\oaidl.h	333	1	UE4
Error	18	error C2079: '_wireSAFEARRAY_UNION::__MIDL_IOleAutomationTypes_0001::LongStr' uses undefined struct '_LONG_SIZEDARR'	c:\program files (x86)\windows kits\8.1\include\um\oaidl.h	334	1	UE4
Error	19	error C2079: '_wireSAFEARRAY_UNION::__MIDL_IOleAutomationTypes_0001::HyperStr' uses undefined struct '_HYPER_SIZEDARR'	c:\program files (x86)\windows kits\8.1\include\um\oaidl.h	335	1	UE4
Error	20	error : Failed to produce item: C:\Users\Johnny\Documents\GitHub\UnrealEngine\Engine\Binaries\Win64\UE4Editor-SwarmInterface.dll	C:\Users\Johnny\Documents\GitHub\UnrealEngine\Engine\Intermediate\ProjectFiles\ERROR	UE4
Error	21	error MSB3073: The command "..\..\Build\BatchFiles\Build.bat UE4Editor Win64 Development" exited with code -1.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets	38	5	UE4


I’ve tried to reinstall Windows SDK, but still get the same errors

There is definately something wrong with your setup. These errors are all specific to the Windows SDK. Unfortunately, besides reinstalling anything, I do not know how to fix them.

Maybe I should use newer SDK?
Edit: I needed 8.1 SDK, I had it installed, but some files were installed on D:, I don’t know how (a whole folder named um)
Edit2: I’m so awesome, I could build it just to notice I downloaded the wrong version :smiley: (not 4.9.1_NVIDIA_Techs, but release branch 4.7.3 without Nvidia Gameworks)
At least I can build it now

So, after much torment, I moved forward, but again got some problems.
At the moment, I have successfully completed the file “GenerateProjectFiles.bat” and received “UE4.sln” but when I try to build it, I get the error:

The program “UnrealBuildTool.exe” has unexpectedly finished …


"Error 1 error MSB3073: The command" .. \ .. \ Build \ BatchFiles \ Rebuild.bat UE4Editor Win64 Development "exited with code -532462766. C: \ Program Files (x86) \ MSBuild \ Microsoft.Cpp \ v4.0 \ V120 \ Microsoft.MakeFile.Targets 43 5 UE4"

Only thing I can suggest is reinstall .NET Framework 4. Appears to be a .NET Framework exception.

Thanks for the help, the process of building went on, but the error still remains, she just came later.


"Error	1	error MSB3073: The command "..\..\Build\BatchFiles\Rebuild.bat UE4Editor Win64 Development" exited with code -532462766.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets	43	5	UE4"

is it easy to isolate just the HBAO+? That’s all I really want out of life.

Your best bet would be to take the 4.9 VXGI branch from NVIDIA, and just not enable VXGI. (Or even compile it out). Then just make sure to add “r.hbao.enable 1” to the ConsoleVariables.ini

I was completely unable to reliably compile out VXGI. It was weird. Even after disabling it and removing the preprocessor define for it.

There was an issue in an earlier build, but Alexey has fixed that (It seems thats part of his build, you can either use his build, or cherry pick the commit over to the official branch), please refer to: https://forums.unrealengine.com/showthread.php?53735-NVIDIA-GameWorks-Integration&p=384080&viewfull=1#post384080

Should only have to set WITH_GFSDK_VXGI=0