NVIDIA GameWorks Integration

We thought people can easily upgrade to higher version if they want. So we released the base version, not including hot fix. Maybe it’s not proper. :slight_smile:

I am not sure if just releasing the base version is the wrong way. But an explanation on how to upgrade for the new people would be ! :slight_smile:
Can someone explain me how to do it or lead me to somewhere I can read it up? would be much appreciated :slight_smile:

We’ll release 4.11.2 soon. :slight_smile:

:eek: great news!

are you sure!

The process for merging isn’t that bad but involves adding remote repositories to your repo. I’ve added both epic games and nvphysx as remotes to my fork and I can fetch them then merge them into my branches. If you watch the official youtube video with marsh he shows how to do I think I remember.

Edit is the link timestamped…

https://youtu.be/T7tDaoTA8WA?t=2640

is useful and I think I understand what was talking about but I still have no idea to merge branches on my own…

Has anyone figured out how to set things up with VS2015? I’ve been following the steps on page as best as I could:
/tree/FleX

1: git clone .git
Well, I got the zip.

2a: You should now be on the release branch.
Yep that’s what I got as a zip.

2b: Run setup.bat.
It ran without errors.

2c: You can now run GenerateProjectFiles.bat
“ERROR: We couldn’t find a valid installation of Visual Studio. program requires either Visual Studio 2013 or Visual Studio 2012.”
The 14.0 common tools path is there. What should I try next?

Hello friends!
How to use Nvidia FaceWorks in UnrealEngine?
https://developer.nvidia/faceworks - “Source code is available publicly on Github”
Does AMD graphics card support for FaceWorks? Or nVidia only?

What would be the best way to constrain fluid particles to a 2D vertical plane? I’d like to achieve something like those “falling sand” simulations.

Also, I have trouble making fluid particles stack: they collapse into a single layer even though “Self Collide” is true.

EDIT: Stacking does work, what tricked me was that the size of the particle sprites was vastly bigger than the particles themselves.

Is there a way to change a flex container’s properties (gravity, adhesion, etc) at runtime from blueprints?

what worked for me (i am using vs 2015 community edition ) :

  • grab the zip source from github
  • extract it somewehre
  • run
  • run the generate.bat script
  • loading the ue4 solution and building the engine

also keep in mind that the C++ component is not included by default when installing VS, you have to check that explicitly

hope it helps

Thanks issam1975!

Hmm… I tried steps to build flex following issam1975 and still getting errors…
starting from scratch
@ any ETA on your integrated 4.11 build? I really want to use new sequencer in combo with flex

Thanks!

But the version number on the loading ui is still 4.10.0?

Perhaps try what I said when someone else had problems about a month ago. It’s really important to follow the specific instructions in the flex readme, which are a bit different to normal UE4 build instructions:

At the moment I have a problem with LPV and VXGI. (VXGI build 4.10+VXGI-1.0.0.20520133) In one of my projects I could use both at the same time. But in my current project LPV do not work. I activated it with the “ConsoleVariables.ini”. But when I check it in the output log of my project, the Light Propagation Volume is switched off. I don´t understand . Is there somewhere a resource conflict or something else? Or could be a bug in the current VXGI release? My lights are also set up correctly for LPV. Very strange… I would be very grateful if someone could help me…

I tried to prototype game with NVIDIA FleX.
v=uVlkEiubFvg

May #UE4JAM Submission Thread
https://forums.unrealengine/showthread.php?110394-May-UE4JAM-Submission-Thread&p=530785&viewfull=1#post530785

thank you.

im having problems with preview for vr in multi res 4.11
Its grayed out, however all my other projects using normal 4.11 work fine.

Im using an oculus rift dk2 with the or sdk 0.8

any ideas?