VXGI 4.17 branch was updated 4hours ago with the same fix as my pull request.
If you grab or update the branch now you should be able to package from it.
Thanks @ !
VXGI 4.17 branch was updated 4hours ago with the same fix as my pull request.
If you grab or update the branch now you should be able to package from it.
Thanks @ !
I can not open page. And in the search for ready assemblies there
Hi, I just saw the Blast⦠I am assuming that the engine needs to be built, it is not just a plugin correct?
i want merge https://github/niexuchina/UnrealEngineHairWorks/tree/4.17-HairWorks1.4 in vxgi and flex please help me how to resolve conflict thank you
Hi.i use .branch(4.16.2: Flex - Volumetric Lightning - HairWorks - Flow) and when i use foliage tool , painted meshes has like below pic
Canāt help you with that iām afraid. Have you tried on 4.17. I might make a merged build of Nvidia packages later today or tomorrow.
I think Epic mentioned theyāll release 4.17.2 next week with a big list of bug fixes. Might make sense to wait for that, just saying And thanks for providing those merged branches in general, really appreciate it!
Iām actually using the version branches from the Epic repository instead of the āreleaseā branch.
is the current 4.17.2, updated 6hours ago by Epic, featuring: Nvidia Blast, VXGI, Flow, and Flex.
https://github/MaximeDup/UnrealEā¦17.X-GameWorks
Donāt forget to answer ānoā while using setup.bat, otherwise youāll overwrite files intentionally modified.
Moreover you need to Build ShaderCompileWorker in the āProgramsā part of the "Solution āUE4ā in Visual Studio,as well as Unreal Lightmass if you donāt want any āswarm not startingā issues while baking light.
Requirements for VXGI are 4+Core and 16Gb Ram. Performance settings usually means using only VXGI Diffuse with 4 Cones using those commands:
r.VXGI.MapSize 64
not fogetting r.VXGI.MultiBounceEnable 1 (otherwise youāre missing the best )
Working with Flow the usual workflow is to start by creating a collision channel (named āFlowā in example project) and putting it on ignore by default.
On each object you want to interact with flow you swap their collision to āblockā on the flow channel and add a flow emitter component to them.
Below is a short video in which iām playing with merged build and setup a character to interact with the smoke (while actually figuring it out for myself). Iām also showing the demo map of the new branch āBlastā which is incredible:
v=cqswWcZq4tQ
NB: framerate is from a 980-ti at 4K, using i7-5820K at 4.4Ghz, and 16Gb ram
**@.](https://forums.unrealengine/member/649466--)**Is it possible to add the latest Hairworks branch from Niexuchina to your merge?
Itās done - available :
https://github/MaximeDup/UnrealEngine
Also updated 4.17.2 with latest update
Youāre amazing!
Thank you!
Mixing HairWorks and Flow demos:
v=qPn8QegmJgs
Thanks a lot!
Will there ever a be a sample in WaveWorks branch for handling the underwater camera transition and underwater effect?
Doing a simple underwater effect is of course easy enough, but by default it wouldnāt match the wave surface.
anyone managed to get plastic deformation working with flex?
is it a case if digging into the source and writing code or is it a tweaked normal soft body?
cheers
@. You really know what you are doing with these Nvidia integrations. Is it possible to include VRWorks as well or is there some technical difficulty in doing ?
Thanks man.
Also iām keeping branch up to date with latest Epic Game updates to 4.17.2 (itās daily updates). You can update your build using GitBash, reproduce the update or grab the repo back to keep your version up to date with latest patch.
You can follow the updates : https://github/MaximeDup/UnrealEā¦17.X-GameWorks
easiest way (to me) is to install GitBash, then using it:
cd [to a folder]
git init
git remote add originMax https://github/MaximeDup/UnrealEngine.git
git pull originMax 4.17.X-GameWorks
Then youāll be able to grab all the latest update just downloading the small delta update patches using :
git pull originMax 4.17.X-GameWorks
edit: @IslandPlaya it appears thereās no VRWorks 4.17 branch
Hello, is it possible to integrate Flex, Flow, VXGI, VXAO, HFTS, Volumetric Light and WaveWork in Unreal Engine, it is to be able to create my game that asks me these technologies but I do not know include them in Unreal Engine : / Or if you have a tuto for include techologies. Thank you
When I build Gameworks integration with Visual Studio 2017, I get too many errors. But It is not happened with 2015. What could be the reason?
Iām working exclusively with visual studio 2015 and donāt intend to change until my current project is done. Canāt help you with that iām afraid.