andrewl0
(andrewl0)
May 3, 2017, 5:15pm
3922
@GeneralD
Thank you very much for the build guide! It is super helpful
I followed the steps you outlined and was able generate a custom build including Flow and VRWorks in around 90 minutes (I got lucky on the merge - only one conflict).
So far everything seems to be working just fine.
I used to understand how to use git to do the special steps necessary for the FleX branch to stop files being overwritten when running setup.bat.
However I can no longer make the instructions work as written. The instructions now acknowledge that the default branch is the NVIDIA-README branch, but they dont tell me to change branches before running setup.bat and the readme branch doesnt have the setup.bat or any other files apart from the readme! So I fall down at the first hurdle.
So, what branch am I supposed to checkout before running setup.bat and then going onto checkout a flex branch? Or have I made some other error in my thinking on one?
Same sort of question to @sieumeo , if I am interested in one of your branches that has FleX and other stuff merged, how am I supposed to get the party started without overwriting anything that FleX needs?
Thanks!
I used to understand how to use git to do the special steps necessary for the FleX branch to stop files being overwritten when running setup.bat.
However I can no longer make the instructions work as written. The instructions now acknowledge that the default branch is the NVIDIA-README branch, but they dont tell me to change branches before running setup.bat and the readme branch doesnt have the setup.bat or any other files apart from the readme! So I fall down at the first hurdle.
So, what branch am I supposed to checkout before running setup.bat and then going onto checkout a flex branch? Or have I made some other error in my thinking on one?
Same sort of question to @sieumeo , if I am interested in one of your branches that has FleX and other stuff merged, how am I supposed to get the party started without overwriting anything that FleX needs?
Thanks!
Hey,
Yu can normally checkout branch, readme branch, no problemo, just switch git branch to Flex git branch version with git
Set up Git - GitHub Docs ,
https://git-scm/book/en/v2/Git-Branching-Basic-Branching-and-Merging ,
Iâm using tortoise git for part of job, easy to switch.
kentonia
(kentonia)
May 3, 2017, 8:43pm
3925
Originally Posted by VItorEAFeliciano View Post
Think I will finish UE4.15 Gameworks integration with all or Turbulence off, and with AMD LiquidVR, and some fixes and improves. weekend.
I will post and share compiled one, because I donât have Graphics for VR, but one OSVR hacker dev kit in standby till I can afford new PC for VR.
I will make it version compatible with Epics Binary release as well, to support UE market plugins and assets.
Added:
Gameworks:
CataclysmDemo Yes
FleX Yes
Flow Yes
HairWorks Yes
HBAO+ updated to the last version Yes
Turbulence Yes or No ?
Volumetric Lighting Yes
VRWorks Yes
VXGI Yes
WaveWorks Yes
AMD LiquidVR and updated Yes
With Simplygon ready Yes
LIBS:
NVIDIA AnselSDK updated Yes
Steamworks 139 updated Yes
NVIDIA API R378 updated Yes
AMD AGS_SDK updated Yes
Intel TBB 2017 version updated Yes
-3.4 updated Yes or No ? (dependency for Turbulence)
updated Yes
FBX 2017.1 Yes
Windows 10 SDK 10.0.14393.0 working in , i have failed before but already know why! Importing some knows from Microsoft.
.
.
Cleaning VXGI macro predefs, that in packaged builds has conflits.
So always with VXGI in compile time.
And NO: Win32, HTML5, Mac, Android, IOS, TVOS, Linux, PS4, XboxOne, Switch, builds.
Only for Win64 builds. for all the UE4.15 compile time and builds.
I cant afford killing my time trying to debug like crazy UHT for others platforms.
shout some names for âCommunity Editionâ for in editor an release build, like âGPU Fanaticâs Community Editionâ or ? shout âŚ
Hello everyone. Newbie . Have been following thread recently and also kind of new to unreal engine. But having started playing with it, I must say am impressed and trying to get up to speed like the rest of you. Things have been quiet on thread for some days now, but I would like to ask VItorEAFeliciano how he is doing with the gameworks all in one merge for 4.15. Am sure a lot of people are holding their breadth waiting for it including me. You are well appreciated for the effort.
Cheers.
The more i think of it, the more i think iâm gonna struggle making flow work in my game. Wanted to use it for smoke grenades, flamethrowers, smoke from characters and once a couple guns have fired.
But it all needs to be inside flow grids, i assume i could place a couple grid on my level but i might end up with quite a lot and grid intersection will probably mean visual glitches.
Put all that stuff in blueprints that spawn a grid right before it needs it at the actorâs location. Seems to work pretty well in my testing. And, of course, itâll work even better once Flow is updated to support moving grids that you can just have following the player around for something like a flamethrower.
Thanks for trying to help. The problem is that nvidia put specific instructions in the readme for the flex branches, and I think when they updated the readme to reflect the change to default branch they didnt update it properly (or I have gone crazy lol).
is the relevant part of the instructions in the Flex 4.15 branch readme:
I think that step 2 is wrong, and also step 4 has a mistake.
For step 2 to work, I have to checkout some branch before I try to run setup.bat. I didnt know which branch should be, but I am presently trying a build by trying âgit checkout FleXâ before running setup.bat.
For step 4 I think the command should actually be git checkout FleX-4.15.0
Please someone tell me if I am right or not to suggest these alterations to the instruction. I am in the middle of building code obtained using my modified instructions so Iâm not fully sure if I got it right yet! I know is simple stuff compared to people merging different branches together etc but I was thrown off because I tried to follow the readme instructions to the letter instead of figuring it out for myself.
sieumeo
(sieumeo)
May 3, 2017, 11:54pm
3929
Thanks for trying to help. The problem is that nvidia put specific instructions in the readme for the flex branches, and I think when they updated the readme to reflect the change to default branch they didnt update it properly (or I have gone crazy lol).
is the relevant part of the instructions in the Flex 4.15 branch readme:
I think that step 2 is wrong, and also step 4 has a mistake.
For step 2 to work, I have to checkout some branch before I try to run setup.bat. I didnt know which branch should be, but I am presently trying a build by trying âgit checkout FleXâ before running setup.bat.
For step 4 I think the command should actually be git checkout FleX-4.15.0
Please someone tell me if I am right or not to suggest these alterations to the instruction. I am in the middle of building code obtained using my modified instructions so Iâm not fully sure if I got it right yet! I know is simple stuff compared to people merging different branches together etc but I was thrown off because I tried to follow the readme instructions to the letter instead of figuring it out for myself.
I just followed the normal track + pull instruction and got Flex working. You can check out my merged build and see if anything helps?
Put all that stuff in blueprints that spawn a grid right before it needs it at the actorâs location. Seems to work pretty well in my testing. And, of course, itâll work even better once Flow is updated to support moving grids that you can just have following the player around for something like a flamethrower.
Wow, thanks for the tip, iâll check out immediately!
Thanks for trying to help. The problem is that nvidia put specific instructions in the readme for the flex branches, and I think when they updated the readme to reflect the change to default branch they didnt update it properly (or I have gone crazy lol).
is the relevant part of the instructions in the Flex 4.15 branch readme:
I think that step 2 is wrong, and also step 4 has a mistake.
For step 2 to work, I have to checkout some branch before I try to run setup.bat. I didnt know which branch should be, but I am presently trying a build by trying âgit checkout FleXâ before running setup.bat.
For step 4 I think the command should actually be git checkout FleX-4.15.0
Please someone tell me if I am right or not to suggest these alterations to the instruction. I am in the middle of building code obtained using my modified instructions so Iâm not fully sure if I got it right yet! I know is simple stuff compared to people merging different branches together etc but I was thrown off because I tried to follow the readme instructions to the letter instead of figuring it out for myself.
I think these instructions are indeed out of date and incorrect. It should be simply enough to check out the FleX-4.15.0 branch (or whatever version you are interested in) and build as normal. Iâve removed these steps from the read me, apologies for the confusion.
sieumeo
(sieumeo)
May 4, 2017, 3:11am
3932
Hi guys, thanks to @GeneralD helpful instructions, Iâve managed to merge VXGI+Flex+Hairworks in 4.15, however in my next step of merging Volumetric Lighting, when compiling Iâve got the âCouldnât find module rules file for module âVXGIâ.â from âShaderCompileWorker D:\Unreal\Engine\UnrealEngine\Engine\Intermediate\ProjectFiles\EXEC 1â. Iâve checked and all conflicts are resolved. Could anyone shred some light of what Iâm missing please? Thank you!
Answering my own question. Although it looks like the problem is with VXGI, itâs actually about NvVolumetricLighting.Build.cs not at the right location. Iâve followed @VItorEAFeliciano comment and itâs compiling now.
âMove â\Engine\Source\ThirdParty\GameWorks\NvVolumetricLighting.Build.csâ to â\Engine\Source\ThirdParty\GameWorks\NvVolumetricLighting\NvVolumetricLighting.Build.csâ, regenerate projects.â
Thanks very much. I will try your branch later today, Iâm rather excited about it
Thanks for acknowledging the problem and removing the confusing instructions. No worries, it was a good opportunity for me to learn more about git!
gonzohot
(gonzohot)
May 4, 2017, 1:58pm
3935
@sieumeo
Hi and thank you for giving the link to your VXGI+Hairworks+flex+Flow build.
Unfortunatly for me it gives errors at compiling (when building UE4) and iâm not qualified to resolve itâŚ
Iâm gonna wait and pray for other future releases to work for me.
Have a nice day !
Im having an with WaveWorks. Managed to merge VXGI-4.15 and WaveWorks, and while the WaveWorks project opens, when I create a new project and copy the files to the new project, Iâm getting the following error:
Assertion failed: (*WaveWorksRT)->GetRengerTargetItem().TargetableTexture->GetClearColor()==FLinearColor::Black;
line of code is in the D:\Unreal_Gameworks\UnrealEngine\Engine\Source\Runtime\Renderer\Private\PostProcess folder in the file SceneRenderTargets.cpp at line 1368.
Has anyone come across problem? Perhaps Iâm doing something very wrong. New to attempting working w/ Nvidiaâs github and itâs possible Iâm not creating the projects correctly.
is a more detailed description of the error:
Fatal error: [File:D:\Unreal_Gameworks\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 796]
Rendering thread exception:
Assertion failed: (*WaveWorksRT)->GetRenderTargetItem().TargetableTexture->GetClearColor() == FLinearColor::Black [File:D:\Unreal_Gameworks\UnrealEngine\Engine\Source\Runtime\Renderer\Private\PostProcess\SceneRenderTargets.cpp] [Line: 1368]
KERNELBASE.dll!0x0000000007B53C58
UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() [d:\unreal_gameworks\unrealengine\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:120]
UE4Editor-Core.dll!FOutputDevice::Logf__VA() [d:\unreal_gameworks\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:70]
UE4Editor-Core.dll!FDebug::AssertFailed() [d:\unreal_gameworks\unrealengine\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor-Renderer.dll!FSceneRenderTargets::BeginRenderingWaveWorks() [d:\unreal_gameworks\unrealengine\engine\source\runtime\renderer\private\postprocess\scenerendertargets.cpp:1369]
UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::RenderWaveWorks() [d:\unreal_gameworks\unrealengine\engine\source\runtime\renderer\private ranslucentrendering.cpp:1758]
UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::RenderTranslucency() [d:\unreal_gameworks\unrealengine\engine\source\runtime\renderer\private ranslucentrendering.cpp:1630]
UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render() [d:\unreal_gameworks\unrealengine\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1339]
UE4Editor-Renderer.dll!RenderViewFamily_RenderThread() [d:\unreal_gameworks\unrealengine\engine\source\runtime\renderer\private\scenerendering.cpp:1731]
UE4Editor-Renderer.dll!TGraphTask<FRendererModule::BeginRenderingViewFamily'::
21â::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\unreal_gameworks\unrealengine\engine\source\runtime\core\public\async askgraphinterfaces.h:883]
UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [d:\unreal_gameworks\unrealengine\engine\source\runtime\core\private\async askgraph.cpp:954]
UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [d:\unreal_gameworks\unrealengine\engine\source\runtime\core\private\async askgraph.cpp:701]
UE4Editor-RenderCore.dll!RenderingThreadMain() [d:\unreal_gameworks\unrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:325]
UE4Editor-RenderCore.dll!FRenderingThread::Run() [d:\unreal_gameworks\unrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:459]
UE4Editor-Core.dll!FRunnableThreadWin::Run() [d:\unreal_gameworks\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() [d:\unreal_gameworks\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:33]
.DLL!0x000000000AFC8364
ntdll.dll!0x000000000B3970D1
ntdll.dll!0x000000000B3970D1
Has anyone ever run into problem before? Itâs very likely that Iâm not properly creating a new project.
sieumeo
(sieumeo)
May 5, 2017, 4:24am
3938
Iâm being stuck at merging Volumetric Lighting into my current VXGI+Hairworks+Flex+Flow branch, most of the syntax error come from â\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cppâ which is weird because thereâs no changes there. If anybody has the same problem Iâd love to get some tip :(.
Severity Code Description Project File Line Suppression State
Error (active) expected a declaration UE4 d:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1237
Error (active) no instance of function template âGetConeTracingPixelShaderâ matches the specified type UE4 d:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1207
Error (active) expected a declaration UE4 d:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1233
Error (active) expected a declaration UE4 d:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1234
Error (active) expected a declaration UE4 d:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1235
Error (active) expected a declaration UE4 d:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1238
Error (active) expected a declaration UE4 d:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1240
Error (active) expected a declaration UE4 d:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1241
Error (active) expected a declaration UE4 d:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1243
Error (active) declaration has no storage class or type specifier UE4 d:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1244
Error (active) expected a â;â UE4 d:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1244
Error (active) expected a declaration UE4 d:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1246
Error (active) identifier âProcessVxgiVoxelizationMeshForForwardShadingâ is undefined UE4 d:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1319
Error (active) identifier âFDrawVXGIVoxelizationStaticMeshActionâ is undefined UE4 d:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1330
Error (active) identifier âProcessVxgiVoxelizationMeshForForwardShadingâ is undefined UE4 d:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1422
Error (active) TBasePassPixelShaderPolicyParamType is not a template UE4 d:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.h 1144
Error C2143 syntax error: missing â,â before â<â UE4 d:\unreal\engine\unrealengine\engine\source\runtime\renderer\private\VxgiRendering.h 947
Error C2143 syntax error: missing â,â before â<â UE4 d:\unreal\engine\unrealengine\engine\source\runtime\renderer\private\VxgiRendering.h 996
Error C2061 syntax error: identifier âTBasePassPixelShaderPolicyParamTypeâ UE4 d:\unreal\engine\unrealengine\engine\source\runtime\renderer\private\VxgiRendering.h 1134
Error C2061 syntax error: identifier âTBasePassPixelShaderPolicyParamTypeâ UE4 d:\unreal\engine\unrealengine\engine\source\runtime\renderer\private\VxgiRendering.h 1144
Error C2143 syntax error: missing â,â before â<â UE4 d:\unreal\engine\unrealengine\engine\source\runtime\renderer\private\VxgiRendering.h 1147
Error C2912 explicit specialization âvoid GetConeTracingPixelShader<FUniformLightMapPolicy>(const FVertexFactory *,const FMaterial &,FUniformLightMapPolicy *,TBasePassPixelShaderPolicyParamType<FUniformLightMapPolicyShaderParametersType> *&)â is not a specialization of a function template UE4 D:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1247
Error C2672 âGetConeTracingPixelShaderâ: no matching overloaded function found UE4 D:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1216
Error C2780 âvoid GetConeTracingPixelShader(const FVertexFactory *,const FMaterial &,LightMapPolicyType *)â: expects 3 arguments - 4 provided UE4 D:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1216
Error C2672 âGetConeTracingPixelShaderâ: no matching overloaded function found UE4 D:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1219
Error C2780 âvoid GetConeTracingPixelShader(const FVertexFactory *,const FMaterial &,LightMapPolicyType *)â: expects 3 arguments - 4 provided UE4 D:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1219
Error C2672 âGetConeTracingPixelShaderâ: no matching overloaded function found UE4 D:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1222
Error C2780 âvoid GetConeTracingPixelShader(const FVertexFactory *,const FMaterial &,LightMapPolicyType *)â: expects 3 arguments - 4 provided UE4 D:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1222
Error C2672 âGetConeTracingPixelShaderâ: no matching overloaded function found UE4 D:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1224
Error C2780 âvoid GetConeTracingPixelShader(const FVertexFactory *,const FMaterial &,LightMapPolicyType *)â: expects 3 arguments - 4 provided UE4 D:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1224
Error C2672 âGetConeTracingPixelShaderâ: no matching overloaded function found UE4 D:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1226
Error C2780 âvoid GetConeTracingPixelShader(const FVertexFactory *,const FMaterial &,LightMapPolicyType *)â: expects 3 arguments - 4 provided UE4 D:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1226
Error C2672 âGetConeTracingPixelShaderâ: no matching overloaded function found UE4 D:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1228
Error C2780 âvoid GetConeTracingPixelShader(const FVertexFactory *,const FMaterial &,LightMapPolicyType *)â: expects 3 arguments - 4 provided UE4 D:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1228
Error C2672 âGetConeTracingPixelShaderâ: no matching overloaded function found UE4 D:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1230
Error C2780 âvoid GetConeTracingPixelShader(const FVertexFactory *,const FMaterial &,LightMapPolicyType *)â: expects 3 arguments - 4 provided UE4 D:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1230
Error C2672 âGetConeTracingPixelShaderâ: no matching overloaded function found UE4 D:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1233
Error C2780 âvoid GetConeTracingPixelShader(const FVertexFactory *,const FMaterial &,LightMapPolicyType *)â: expects 3 arguments - 4 provided UE4 D:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1233
Error C2672 âGetConeTracingPixelShaderâ: no matching overloaded function found UE4 D:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1236
Error C2780 âvoid GetConeTracingPixelShader(const FVertexFactory *,const FMaterial &,LightMapPolicyType *)â: expects 3 arguments - 4 provided UE4 D:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1236
Error C2672 âGetConeTracingPixelShaderâ: no matching overloaded function found UE4 D:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1239
Error C2780 âvoid GetConeTracingPixelShader(const FVertexFactory *,const FMaterial &,LightMapPolicyType *)â: expects 3 arguments - 4 provided UE4 D:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1239
Error C2672 âGetConeTracingPixelShaderâ: no matching overloaded function found UE4 D:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1242
Error C2780 âvoid GetConeTracingPixelShader(const FVertexFactory *,const FMaterial &,LightMapPolicyType *)â: expects 3 arguments - 4 provided UE4 D:\Unreal\Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\VxgiRendering.cpp 1242
Error Failed to produce item: D:\Unreal\Engine\UnrealEngine\Engine\Plugins\Runtime\OculusRift\Binaries\Win64\UE4Editor-OculusRift.pdb UE4 D:\Unreal\Engine\UnrealEngine\Engine\Intermediate\ProjectFiles\ERROR 1
Error MSB3075 The command ââŚ..\Build\BatchFiles\Build.bat UE4Editor Win64 Development -waitmutexâ exited with code 5. Please verify that you have sufficient rights to run command. UE4 C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets 41
I might have a stupid question but⌠how do you cast shadow on the volumetric smoke ? Or is it only self shadowing?
The more i think of it, the more i think iâm gonna struggle making flow work in my game. Wanted to use it for smoke grenades, flamethrowers, smoke from characters and once a couple guns have fired.
But it all needs to be inside flow grids, i assume i could place a couple grid on my level but i might end up with quite a lot and grid intersection will probably mean visual glitches.
If youâve any suggestion for a team based multiplayer game, iâm listening.
I made small downloadable scene using some Nvidia volumetric light and a couple flow emitters straight from flame demo for a ship engine, in which you can notice NvFlow conflicting with the sea.
watch?v=kysYLNKtCa4
Should be possible to resolve the NvFlow/sea conflict by setting âTranslucency Sort Priorityâ so that the fire always renders on top of the sea.
Casting shadows onto the smoke will likely be added with a later release. The current self-shadowing is very self-contained, will require deeper engine interaction to receive and cast shadows with everything else.
Put all that stuff in blueprints that spawn a grid right before it needs it at the actorâs location. Seems to work pretty well in my testing. And, of course, itâll work even better once Flow is updated to support moving grids that you can just have following the player around for something like a flamethrower.
Just updated GitHub branch with moving grid support. Also includes refactored emitter substepping.
Excellent
I dont mind admitting that Flex and Flow, and the work to integrate them with UE4 strongly influenced my decision to buy a 1080ti, mostly for VR and non-game stuff running on rigs that I can control the spec of and thus go overboard with these great simulations
andrewl0
(andrewl0)
May 5, 2017, 4:58pm
3942
Problems with VRWorks and Flow Integration
Hi folks
After following the excellent build guide from @GeneralD , I was able to integrate the Flow and VRWorks branches with relatively trouble and get a clean build with no compilation errors.
So I thought that all was well, unfortunately is not the caseâŚ
When I enable any of the VRWorks options all of the Flow emitters that I place within a level appear to be very glitchy and unpredictable.
Also when I turn on either LMS or MRR options the Flow emitter is displaced within the level.
For example:
vr.MultiResRendering = 0
Everything is good:
vr.MultiResRendering = 3
The Flow emitter is displaced:
Has anyone else experienced similar problems or have any suggestions for a fix?
Many thanks in advance,