The 4.18 version only have blast and Flow right now, i should actually update branch as it was published before Nvidia officially released neither of those.
I’ve no experience with Truesky unfortunately (as much as i would like to… ! ^^ $$$ ) The trouble is that Nvidia package are changing the engine source code. Which means that your precompiled plugin might not work (assuming you don’t have access to TrueSky source code).
There might be overlapping requirements/modification in one of the Nvidia GameWorks, If you test the various gameworks to find the one that is causing the we could make a UE4 build without the package causing trouble.
I would start by testing Hairworks
First post , and new to UE4, so bear with my noobyness. Sorry if has been discussed before.
I’m trying to import an .apx Hairworks file saved out of the Hairworks viewer into the latest version of UE, but I don’t even see the .apx file option on the import list. Won’t read the .apx file, and drag and drop doesn’t work either.
I’m using the regular version of UE 4.18.1 downloaded through the launcher, do I need to build UE from the source code to use GameWorks ?
Hi. Pls don’t blame me. I’m a new one . I had a long way with trying to add flex to Unreal. Have many problems. And now I compiled UE4 and have 15 errors:
Severity Code Description Project File Line Suppression State
Error C2187 синтаксическая ошибка: непредвиденный здесь элемент “идентификатор” UE4 C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h 229
Error C2187 синтаксическая ошибка: непредвиденный здесь элемент “идентификатор” ShaderCompileWorker C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h 229
Error C2187 синтаксическая ошибка: непредвиденный здесь элемент “идентификатор” ShaderCompileWorker C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h 229
Error C2187 синтаксическая ошибка: непредвиденный здесь элемент “идентификатор” ShaderCompileWorker C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h 229
Error C2187 синтаксическая ошибка: непредвиденный здесь элемент “идентификатор” ShaderCompileWorker C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h 229
Error C2187 синтаксическая ошибка: непредвиденный здесь элемент “идентификатор” ShaderCompileWorker C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h 229
Error C2187 синтаксическая ошибка: непредвиденный здесь элемент “идентификатор” ShaderCompileWorker C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h 229
Error C2187 синтаксическая ошибка: непредвиденный здесь элемент “идентификатор” ShaderCompileWorker C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h 229
Error Failed to produce item: G:\UnrealEngine-FleX-4.17.1\Engine\Intermediate\Build\Win64\ShaderCompileWorker\Development\ShaderCompileWorker-Core.lib ShaderCompileWorker G:\UnrealEngine-FleX-4.17.1\Engine\Intermediate\ProjectFiles\ERROR 1
Error MSB3075 The command “…..\Build\BatchFiles\Build.bat ShaderCompileWorker Win64 Development -waitmutex” exited with code 5. Please verify that you have sufficient rights to run command. ShaderCompileWorker C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets 44
Error C2187 синтаксическая ошибка: непредвиденный здесь элемент “идентификатор” UE4 C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h 229
Error C2187 синтаксическая ошибка: непредвиденный здесь элемент “идентификатор” UE4 C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h 229
Error Failed to produce item: G:\UnrealEngine-FleX-4.17.1\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool-Core.lib UE4 G:\UnrealEngine-FleX-4.17.1\Engine\Intermediate\ProjectFiles\ERROR 1
Error UnrealHeaderTool failed for target ‘UE4Game’ (platform: Win64, module info: G:\UnrealEngine-FleX-4.17.1\Engine\Intermediate\Build\Win64\UE4Game\Development\UE4Game.uhtmanifest, exit code: OtherCompilationError (5)). UE4 G:\UnrealEngine-FleX-4.17.1\Engine\Intermediate\ProjectFiles\EXEC 1
Error MSB3075 The command “…..\Build\BatchFiles\Build.bat UE4Game Win64 Development -waitmutex” exited with code 5. Please verify that you have sufficient rights to run command. UE4 C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets 44
sorry about Russian. Don’t know why it is don’t change to in options.
Keep in mind that using waveworks as it’s available from nvidia repository, and as i implemented it, rely on the usage of CUDA cores which means it will only run on Nvidia GPU. If you want extended usage, or even the CPU-based version you have to contact Nvidia for licensing. That’s what i understood at least.
From /tree/UE4_WaveWorks_4.18 Readme file :
“The UE4-WaveWorks branch offers you the opportunity to explore WaveWorks with the support of the UE4 rendering pipeline and editor system. The WaveWorks library provided in branch requires a CUDA-capable GPU. For builds supporting CPU and Direct Compute as well as licensing inquiries, please contact us at [EMAIL=“visualfx-licensing@nvidia”]visualfx-licensing@nvidia.”
Hello!
I see that it’s already been asked before, but I am really looking forward to work with VXGI. And unfortunately all my stuff is currently upgraded to newest version of the engine.
Any updates on VXGI for UE4 4.18 version?
I’m having a heck of a time creating an installed build of (4.17 branch). I’m doing Win64 only. I can compile and run everything fine, but when I try and run a BuildGraph script to spit out an installed build (after fixing dozens of other issues, warnings and errors), UnrealEd.exe won’t start. Anyone else successfully get an installed build working?
Little update on my end (sorry for the new post, for some reason editing my previous post kept failing):
I got the installed build working, finally! Now I’m going through and cleaning up things I never use in my projects, and optimizing a few things… I’ve got a respectable bit of performance in a test scene I whipped up. Averaging 40 FPS with VXGI, NVVL, and HBAO (on top of a few other post-process like motion blur, grain, bloom, etc). That’s at 1080p, on my lowly GeForce 750ti and i5.
Getting the volumetric lighting (Nvidia’s, not Epic’s) to play nice took a lot of testing- boy is it finicky. Well worth it though. I intend to share my findings and set up for that once I get it down to a “science”, if one could call it that. No guarantees, but I may set up a good scene and walk through the settings (keep in mind there are settings in post-process volume, lights themselves, world settings, and a few console variables). I must have gone through ~10 whitepapers, dozens of forums threads, etc. to add on to the minimal knowledge I already had on Rayleigh, Mie, and so on. I think I’ve found some “sane” defaults for a standard outdoor scene.
The screenshot below isn’t showing of the NVVL magic as I’ve tuned it way down, but rather the VXGI/HBAO. Once I have a cooler test scene setup and get my engine build more stable, I’ll pop back in share some more eye-candy. Oh, is running the 4.17 version, FYI. I’m not excited to go through the pain of getting an installed build set up again, but definitely want all the glory 4.18 had to offer, hehe. Epic needs to make area of the engine more approachable. It’s powerful, not doubt, but full of issues. Anyhow, candy (note that compression lowered the quality)!
There are 278 pages worth of information that will likely answer that and many, many more questions. Plus, Google. Not to sound like a jerk, but honestly all that info has been dredged up and covered dozens and dozens of times :rolleyes:
I understand, but 1) is not my native language 2) I’m starter and don’t want to spend many time to question. I know that there is an agreement on nvidia but it is large. My question is about 2 minutes to answer main. Thank you for understanding.
In addition: I use search in general discussion and it is search in all forum. Don’t understand why… Sorry
I understand. I was gonna post a “LMGTFY” link, but alas is Nvidia’s page on it: https://developer.nvidia/nvidia-gameworks-and-ue4 As far as the licensing, it’s pretty much under the UE license umbrella (as far as I know).
On another note, 's another candy shot, time with some NVVL love. I’m starting to wrap my head around Flow as well, so at some point I’ll post some smokey shots.
You can read the GameWorks SDK EULA : https://developer.nvidia/gameworks-sdk-eula. Note that you need to register, if you aren’t already. to follow the link properly you need to be logged in.
Reading over it, the basics seems to be you can use it for commercial use, but you need to inform Nvidia about it, and they have the right to use images/video and what-not for showcase/marketing purposes on their end. That’s fine by me, as that’s free advertising, haha… If Nvidia were to use something you made, that’s always a good sign