You will need to build in “Development Editor” configuration, “Development” is used for packaging games and does not include the editor.
i`m in the process of doing that, with out closing VS or anything, i just choose the same UE4 in the “Solution Explorer” under engine and choose “rebuild” but now with the “Development Editor”, is ok like that or do i have to choose just “build” even though i already build it before
thanks
Rebuild is fine, but it means its going to rebuild the entire engine again, where as if you had just chosen build, it would have just built the editor part (Since the engine was already built in development). But don’t cancel and try now, its too late, as the first step of a rebuild is to clean.
thanks, rebuild just finished and it report “Rebuild All: 4 succeeded, 0 failed, 0 skipped”.
I build, (not rebuild time since i did not do it before) the ShaderCompilerWorker and it reports “Build: 1 succeeded. 0 failed, 3 up-to-date, 0 skipped”
Now the folder of the VXGI-4.10 is 34.7 GB and was before around 10GB, is that normal?
Yes that is normal, the engine will continue to grow in size, the more configurations you build, mine is around 50-60gb. Just launch the engine and leave it for a while since it will appear to get stuck at 45%, mainly because it is building the initial shaders
Thank you very much for the help, it works now , now i want to investigate that VXGI
EDIT___
FPS was dropping because r.vxgi.mapsize was high. when i set it 64 it started working perfectly!!
Hi
I have a problem, i did some testing with a high res mesh and VXGI and when i hit play UE show a message that says that it will put UE to mininal features (or something like that) because the frame rate was to low, i went out of that play mode and when i came back to the normal viewport mode the Directional lights do not cast shadows even when there are activate it in the settings.
Any help is appreciate it.
Never mind… i set the quality back to normal in Settings > Engine Scalability
Hi,
I’m working on multiplatform project and I need to be able to build and launch the game to android/ios too. I’m using the 4.10 VXGI branch from Nvidia, almost exclusively for HBAO+. I don’t want to use HBAO or VXGI on mobile (at least, not yet :P) but I would like to use only one engine build for all my targets. Currently build is able to create an android project, but it crashes when launching on device, logcat indicates that it crashes just after loading shaders, VXGI should be disabled with preprocessor macros on such devices.
Does anyone have experience building to mobile targets with these builds?
Thank you
Hello. How can i limit emissive materials lighting range? When i use it, it penetrates thick walls and emitting lights behind that wall. Is there any way to fix that?
://i.imgur/eq7RKJD.jpg
Any screenshots? How is it now?
The repository you are trying to access is private. You need to be logged into your Github account which already subscribes the Unreal Engine repository. you can find an official statement.
Hi. I dont know any fix, but yeah, light leaking is my biggest with vxgi. You can take a look /issues/33, there are some “insights” and tips you can try.
I dont understand how exactly VXGI works but would it be posible to somehow tell the inner voxels (and determine inner voxels) to just absorb all light? Light leaking with wall thick only two voxels isnt bothering me that much but 1m thick wall with lot of inner voxels leaking light is disappointing. Well i hope one day find out a solution. I wish him best luck.
I AM a noob in all Of but i just want to know if there is a ue4 branch that shows all visualfx technologies
Or if there are separate branches that visualfx just like the ones NVIDIA uses
Hello,
can you please be so kind and save me time:
- Does UE 4.9.2 has Flex , so I can simulate at least box of fluid with some rigid bodies?
if not … - Can VS 2015 compile UE4 branch or better downgrade to 2013?
Help!!! Ok, I’ve got Flex off GitHub. I can launch the Engine and Play with the levels as is. However, I’m interested in reviewing the demos that were posted on Youtube. From what I’ve gathered they were originally shipped in the Flex Branch of Uneal in the Engine\Source\ThirdParty, and I can see the files. However it appears that the build process is broken, as the batch files report errors:
D:_udk4\UnrealEngine-FleX\Engine\Source\ThirdParty>call UE4_BuildThirdPartyLib.bat -submit -config debug -config profile -platformPhysx vc12win32;Win32 -platformPhysx vc12win64;x64 -platformAPEX vc12win32-PhysX_3.3;Win32 -platformAPEX vc12win64-PhysX_3.3;x64 -platformAPEX
D:_udk4\UnrealEngine-FleX\Engine\Source\ThirdParty>REM
D:_udk4\UnrealEngine-FleX\Engine\Source\ThirdParty>setlocal
D:_udk4\UnrealEngine-FleX\Engine\Source\ThirdParty>REM root is always next to UE4, since that’s how p4 is structured, and we know that we are always in UE4\Engine\Source\ThirdParty\
D:_udk4\UnrealEngine-FleX\Engine\Source\ThirdParty>REM batch file wouldn’t work otherwise
D:_udk4\UnrealEngine-FleX\Engine\Source\ThirdParty>set PhysXRoot=…\NotForLicensees\
D:_udk4\UnrealEngine-FleX\Engine\Source\ThirdParty>REM Go to the branch
D:_udk4\UnrealEngine-FleX\Engine\Source\ThirdParty>pushd …\NotForLicensees
The system cannot find the path specified.
D:_udk4\UnrealEngine-FleX\Engine\Source\ThirdParty>call UE4_BuildThirdPartyLib.bat -submit -config debug -config profile -platformPhysx vc12win32;Win32 -platformPhysx vc12win64;x64 -platformAPEX vc12win32-PhysX_3.3;Win32 -platformAPEX vc12win64-PhysX_3.3;x64 -platformAPEX
****** B A T C H R E C U R S I O N exceeds STACK limits ******
Recursion Count=593, Stack Usage=90 percent
****** B A T C H PROCESSING IS A B O R T E D ******
D:_udk4\UnrealEngine-FleX\Engine\Source\ThirdParty>UE4_GenerateThirdPartyProjects.bat
File not found - *
0 File(s) copied
File not found - *
0 File(s) copied
File not found - *
0 File(s) copied
File not found - *
0 File(s) copied
File not found - *
0 File(s) copied
The system cannot find the path specified.
‘create_projects.cmd’ is not recognized as an internal or external command,
operable program or batch file.
The system cannot find the path specified.
‘create_projects.cmd’ is not recognized as an internal or external command,
operable program or batch file.
Directory of D:_udk4\UnrealEngine-FleX\Engine\Source\ThirdParty\
28/01/2016 22:57 <DIR> .
28/01/2016 22:57 <DIR> …
13/02/2016 02:19 <DIR> APEX-1.3
28/01/2016 22:57 6,211 APEX.Build.cs
28/01/2016 22:57 <DIR> FLEX-0.9.5.beta
28/01/2016 22:57 3,528 FLEX.Build.cs
28/01/2016 22:57 951 Nvidia SDK.tps
13/02/2016 02:16 <DIR> -3.3
28/01/2016 22:57 12,793 .Build.cs
28/01/2016 22:57 558 UE4_BuildThirdPartyLib.bat
28/01/2016 22:57 663 UE4_GenerateThirdPartyProjects.bat
Any help with would be greatly appreciated.
Thanks
If you want the standalone FLEX demos, then download FLEX SDK from the NVIDIA Developer website. The FLEX branch only contains the necessary files for building UE4 with FLEX support, doesn’t contain any of the demos as far as I am aware.
Hey. Is Vxgi ambient supposed to work or not? I didn’t saw any change when i increase or decrease values. Also didn’t saw anything to enable or disable from console command.
Hi , Great work with the Flex integration. I know that the Q&A on these samples/demos is a bit old, but do you know when the Cereal/Milk Bowl and other demos are likely to be released. I’ve been having a look at the new demo’s, but was hoping for a similar example to the ones in the Tech Demo.
Any ideas when/how we might get access to them?