NVIDIA GameWorks Integration

@WindyStrife
Can you explain what do you mean by package? I’m still new to UE4 and only found : .unrealengine/latest/INT/Engine/Basics/Projects/Packaging/.
Did you run GenerateProjectFiles.bat script before compiling engine?
Try adding on top of that file with errors (PhysXLibs.cpp) and rebuild whole engine:


#define UE_PHYSX_SUFFIX

Also maybe try opening an on NVIDIA (not mine!) UE4 repo :slight_smile:

@LukaszPJWSTK
i just mixed scenes from HairWork and Volumetric LIghtning and add VXGI in scenes :smiley:

watch?v=lvIyXxSAv98

it can package when i use UE4 custom build from @sieumeo
but when i use your UE4 custom build it has failed

You can open the phyXLibs.cpp in VS2015 , there is must be a simple modify PhysXSuffix like other code. Well, my english not good ,if you don’t understand what i say. I will give you a picture that how modify it hours later.

I understand that NVidia’s integration changes the source code quite a bit, however, would it be possible to engineer an Nvidia GameWorks plugin? would make life so much easier for us peons :frowning:

Look! just add ‘‘FString PhysXSuffix(ArchName + TEXT(“.dll”));’’ into the PhysXLib.cpp like the picture!

thanks, it works :smiley: :smiley:

Did you enable 8-bit distance fields or compressed distance fields in the project settings? These are not fully supported yet by the Flow integration.

Hello,
I’m experimenting right now with latest build of waveworks for unreal 4.15. Did anyone played a bit with ? is there any documentation? the shreline distance field texture generator seems to be broken :frowning:

Has ‘official’ NVIDIA VXGI-branch updating silently died?

NvFlow is incredible, i love it. It’s adding so much to any project, amazing!

Hi, how mix HairWork and Flex for exemple ?

@LukaszPJWSTK: I have a error with sharder in material in your custom build:D
Anyone help me fix it pls ??
af4e58111d5e77fa0f53e9dbc09af3402b8c3269.jpeg

Is it theoretically possible to get NvFlow running on 4.14.3 ? Or is it relying on some changes that happened in 4.15?

Thanks!

Hi man, I know it’s too much to ask but is there any way you could push a 4.16 Gameworks version with Hairworks included? I’m trying to build using your commit prior to “remove Hairworks” but it kept failing to compile. Cheers!

Oh sure, i could make a Flex, Hairworks, Volum light 4.16. brb

! Please don’t remove VXGI and my dream is complete! Thanks a lot in advance man!

I will have to remove vxgi :confused: also, the gameworks 4.16 build linked in my signature is really old.

Meanwhile I have just made up-to-date 4.16.2 Flex/Volumetric Light/Hairworks, all updated: https://github/MaximeDup/UnrealEngine/tree/4.16-GameWorks

If there’s missing libraries while compiling, you’ll have to get those libraries from the official Nvidia repo. of the associated package.

Again, for people who wants to do it themself , it’s straight forward, grab Git bash, go into a directory:
git init
git remote add originEpic https://github/EpicGames/UnrealEngine.git
git remote add originNvidia .git
git pull originEpic 4.16
git pull originNvidia FleX-4.16.0
git pull originNvidia VolumetricLighting-4.16
git pull originNvidia HairWorks

check for potential conflict merge, done.

If you really want to add VXGI to 4.16 you can check how i did it in my old 4.16 Gameworks build linked in signature. There’s a graphic interface update that i had to deal with.

I really appreciate you taking time helping us folks on . is already more than I asked for. I’ll figure out the VXGI merge from your suggestion. Kudos from Vietnam!

Updated previous post, but is a 4.16.2 build with HairWorks, Flex and Volumetric Light: https://github/MaximeDup/UnrealEngine/tree/4.16-GameWorks

Should be possible. An earlier Flow integration exists in VR Funhouse, which was 4.11 based.