NVIDIA GameWorks Integration

Well, I guess I’ll have to wait…
Thanks for reply.

Does engine package for android devices ?

If those individual Nvidia project can all package to android, i don’t see why merged branch couldn’t. Haven’t test tho. I’m professionally focused on PC right now.

Did anyone ever have problems shipping package with VXGI 4.15? It’s been a while since I packaged and I dont’ recall if my last build was on 4.14 or 4.15. But now I can’t package to shipping with the VXGI 4.15 straight from Github. I can do development, but I wanted to have something more presentable to my publisher.

The prominent error I’m getting is


UnrealBuildTool: F:\UE4-15\UnrealEngine\Engine\Source\ThirdParty\GameWorks\GFSDK_SSAO\include\GFSDK_SSAO.h(137): warning C4668: '_WINDLL' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'

I really badly want to upgrade to 4.16.2 but its taking forever to get that VXGI packaging as it is for and others.

@:
i can package :smiley: :smiley:
use my merge build :smiley:
https://github/windystrife/UnrealEngine/tree/UE4.15+VXGI+HairWork+Flex+Flow+WaveWork+VL
v=lvIyXxSAv98

Hey guys!

For our project, my friend produced a merged VXGI+UE4.16.2 build weekend. I’m not sure if he’ll be maintaining it, but so far at least it seems to lack the packaging issues I’ve briefly skimmed about . Do keep in mind, however, that in order to package your game, Visual Studio does need to be completely shut down or it won’t allow the packager thing to access a file or directory it needs [Super technical terms, right?]

Anyways, you go:
https://github/limey98/UnrealEngine/tree/4.16-VXGI

Edit: For clarity, I’d like to point out that comes with no promise of support or functionality as neither of us have the time to maintain it for a community large and high-demand. However, perhaps can be of some use, and I’ll do my best to answer questions if I can… though I’m hardly a programmer, soooooo~

That said, feel free to let me or Aeries know if anyone encounters any issues. Just no guarantees that we’ll fix them!

Hello everyone, I recently started experimenting with the Flex branch and I have a question…
First of all, where did you guys implement the input to pause the flex simulation, disable gravity, etc? I can’t seem to find where these are implemented.

I asked similar question on github:
/issues/334
So Slomo works, also setting global time dilation to 0, but I don’t have any idea how to set up custom time dilation - iterating through array of all actors doesn’t seams to work that way

Did the Git project get taken down or am I missing some sort of required access? The link provided on the GameWorks page for UE4 (page at https://developer.nvidia/nvidia-gameworks-and-ue4) is not working - the link is to and I’m getting 404.

You need registered account to access Nvidia github. I do’nt have the links but if you search about topic you should find the requirements fairly easily.

Hi there,

the link from nvidia is down. How do i get the hairworks Integration? I have a github account.

you go:

Is possible to use FleX in Unreal on an Android device?
Thank you.


I think you need to wait in the future :smiley:

Question about GPU and NvCloth

Hi, I saw in the 4.17 Release notes that

as been added to the engine (https://www.unrealengine/en-US/blog/unreal-engine-4-17-released) searching for that , I only found a older 4.16 preview build thread where a UE4 dev said

(https://forums.unrealengine/showthread.php?142071-Unreal-Engine-4-16-Preview/page6&styleid=6) So adds support for pre-GRB GPU support? And now, the next step would be to ask Nvidia to release GPU dll libraries that we can drop in and get GPU acceleration? Also, the mainline UE4 is being moved from APEX Clothing to NvCloth and in the release note of NvCloth, it is mentioned that it supports “Windows (CPU, CUDA, , RenderCloth)” (.nvidia/gameworks/content/gameworkslibrary//nvCloth/ReleaseNotes/index.html) anyone know which version is integrated in UE4 CPU, CUDA or? And I have no idea what is RenderCloth. Thank you

Error when building Engine from Git Source

Error : The command “…..\Build\BatchFiles\Build.bat UnrealCEFSubProcess Win64 Development -waitmutex” exited with code 5. Please verify you have sufficient rights to run command. Error code : MSB3075.

Building from Visual Studio Community 2017. Any help guys ? I got no help from google searches. Trying to rebuild the solution right now.

Is there any good documentation or tutorials to get the fluid simulation to flow and look more like water? All of the Flex stuff I am doing is acting more like a gelatinous material. I want it to behave more fluidly, like example, but I cannot figure out how:
watch?v=SMQ7-YuO9Xo

Failed to import ‘C:/****/222.apx’. Failed to create asset ‘/Game/222’.

How to import hair work files into an unreal engine?

VXGI 4.17 is out but not in the index yet. Thank you to the Nvidia engineer, if you’re ever in Vermont I owe you a beer!