Guys, I’m trying to add buoyancy to my ship in waveworks-4.16. But when I add the FloatingSphere component to the ship BP it starts float like a sphere (by the Z axis only). Is there a way to make ship floating in a realistic way? Maybe just to add like 4 FloatingSpheres and somehow set a location for each one (by default there is no way to set location).
Anyone can help me how to resolve these conflicts?
warning: you may want to set your merge.renamelimit variable to at least 4538 and retry the command.
UnrealEd/Public/UnrealEd.h
CONFLICT (modify/delete): Engine/Shaders/MaterialTemplate.usf deleted in HEAD and modified in WaveWorks-4.16. Version WaveWorks-4.16 of Engine/Shaders/MaterialTemplate.usf left in tree.
CONFLICT (modify/delete): Engine/Shaders/LocalVertexFactory.usf deleted in HEAD and modified in WaveWorks-4.16. Version WaveWorks-4.16 of Engine/Shaders/LocalVertexFactory.usf left in tree.
CONFLICT (modify/delete): Engine/Shaders/Definitions.usf deleted in HEAD and modified in WaveWorks-4.16. Version WaveWorks-4.16 of Engine/Shaders/Definitions.usf left in tree.
Automatic merge failed; fix conflicts and then commit the result.
I wanted to know how is the VXGI support for SLI or NvLink.
I initially used amazon’s g3.4x server that contains Nvdia’s M60 card and the frame was much lower then expected. I use a system with a single 1080 Ti and the my frame rate was double of M60 card.
Later I used amazons g3.16x server having 4 M60 cards and the performance was not better then a single M60 which leads to be believe the support of VXGI on M60 cards is very bad or VXGI is not supported with SLI or NvLink.
I was planning to buy dual Titan Xp or 1080 Ti to do my rendering tasks with VXGI but it looks like that might not work. Can any one confirm ?
I’m looking to use VRWorks SLI in a project, can anyone shed some light on the hardware requirements necessary to make use of .
I understand that you need three Pascal based cards in SLI mode for VRWorks SLI to work, is correct? If so how should these cards be configured?
I’m a little confused as the Nvidia docs seem to indicate that SLI for Pascal is only supported with two cards.
I’ll look into updating the branch later today There’s also a VXGI update regarding SLI that i need to merge
edit: i updated the VXGI part of the merged build for the latest SLI update. Unfortunately i tried to merge Volumetric Lightning 4.17 and the engine had issues generating the proper visual studio project of the engine afterward, i had to rollback the update.
I have a problem with the “4.17.2 All in one” by :
After downloading and deziping the file I run the setup.bat and generateprojectFiles.bat and everything seems ok except…
I don’t have a ue4.sln generated so i can’t complile it inside VS2015.
Any ideas ?
I’ve succefully used other released but i’d like to have a 4.17.2 with VXGI (and all the other stuffs you’ve putted in !).
Ue4.sln not being generated was the i had after adding volumetric light ans before rolling back. Maybe you grabbed the source before i removed volimetric light, i’ll look into that.
I have just downloaded the source and successfully generated the ue4.sln file for VS2015.
Please be sure not to overwrite the .dll files when asked to (setup.bat).
You might have grab it during the couple hours it was corrupted.
NB: Please, do not try to contact me on Facebook, i already had a couple people reaching out to me on it. I’d rather answer question in thread.
In the video below i’m playing with the updated HBAO and mixing VXGI/Volumetric light in the Museum demo scene from Vol.Light Samples.
The setup of the Museum is similar to the one i did back on 4.14.3 a while back.
The updated HBAO is !
It’ll allow you to play with all the parameters using the console, testing the performance etc…
HBAO seems to be disabled by default, you’ll have to use r.HBAO.Enable 1 to activate it.
Done
The build is much bigger with the addition of WaveWorks and its demo file now. Also, i noticed color issues while transitionning from under water/above.
Does anyone know how to change the mass (see image below) of a Flex Actor, in blueprint at runtime? It is possible to set the mass when opening a Flex asset, but I can’t seem to change it at runtime.