NVIDIA GameWorks Integration

error popping up… what can i do about it? :expressionless:

Not entirely sure, never seen that myself, the engine should compile cleanly, have tested a few times now.

Just after setup.bat file. When i try to run generate project files warning popping up.

Yeah they are fine and can be safetly ignored, just deprecated functions.

Strange… i did redownload and compiled again. Still same. Different partition, folder, permission still same… got no idea whats wrong :confused: do i have to test vs 2015?

Are you not using VS2015? As I dont think it will build in anything but VS2015. Have never tried 2013 on build.

Oh im on 2013. I’ll try switching to 2015. Thank you man.

VS2015 working. Thank you very much! :smiley:

I have a question about flex softbodys. When an object is moving into a soft body it clips through after there is to much pressure. Is there a possibility to make it impossible to clip through by letting it stretch infinite without clipping? Or by making the object stop automatically before it starts to clip?

a quick example video where you see the kind of clip I want to prevent:

v=tqZwSogE7DE

If anyone can help me it would be much appreciated and thanks for all the work of implementing Gameworks to UE4!! :slight_smile:

Hi guys.i have three questions about flex and skeletal meshes.
1)if i want to use flex cloth for a skeletal mesh for example should i modelling arms and cloth separately in maya or can be integrated?

  1. is it possible parts of a skeletal mesh be cloth and other parts are not.for example i want the fabric on the arm be cloth and other parts are not?
  2. is it possible import an apex file(animated apex cloth) from maya and applying it on a flex cloth on a skeletal mesh?

I’m assuming the beta of nvidia flow is stand-alone rather than the UE4 integration that is also mentioned on the nvidia flow page?

Anyway its driving me crazy right now because the flow page has changed to say that the beta is available now, but for the life of me I can’t find it!

https://developer.nvidia/nvidia-flow

You will have to contact NVIDIA to get a hold of the beta (Which would be standalone only). Or wait for the UE4 integration to come

Thanks. I’m not surprised the beta is standalone but I didn’t realise I had to contact them to get hold of it.

I’m assuming quite a lot of the UE4 integration work is already done as I believe its used in the VR FunHouse demo. But since the release estimate is Q3 I should not get too carried away with my expectations just yet!

By the way, did you give up at attempts to integrate the volumetric lighting into UE4? I’m assuming that such a mission was far from trivial!

I’m waiting for the UE4 integration. I wasn’t able to get passed the differences and what changes were required.

I don’t blame you! Although I haven’t actually seen any official confirmation that they are planning an integration of that system with UE4?

Anyway thanks so much for being back on the case with releasing timely merged branches of available stuff, superb work and I cannot say thanks enough for your efforts!

Does anyone have a comment on my questions?

As far as I know, FLEX cloth cannot be used with skeletal meshes at time.

As per above, no

[/QUOTE]

No, Flex cloth is authored inside of UE4, by opening the mesh in the static mesh editor and assigning it a FLEX cloth asset and setting the values as required.

Thanks for reply.well according to your answer can i attach a FLEX cloth to a socket in a skeletal mesh and using rigid bodies for animating FLEX cloth like skeletal mesh?

as far as I know you can’t attach it to a socket. The only way connect something is with the option attach on spawn to overlapping rigged. But flex does not collide with skeletal mesh collision so also doesn’t work. It is sad but I thing flex + skeletal mesh is not the thing right now :confused:

Btw I assume what I asked in my question is not possible? Or does anyone have an idea for a workaround maybe?