As promised, some Flow magick. The “beam” there has collision on it and rotates, sweeping through the toxic smoke.
I’m impressed with Flow, but the performance is pretty bad. A lot of tweaking to get something that looks and runs good, and it’s hit or miss as far as usability. It doesn’t respond well to lighting. In those shots, the smoke is being lit by a directional light in the scene. However, if I put that smoke in an area with point lights, spotlights, emissive, whatever… Well, Flow elements don’t seem to darken. I think Nvidia needs to work on lighting with Flow more. That, or I’m missing something. I’ve tinkered with materials, render materials, etc. All the Flow elements, pretty much.
I think currently, Unreal Engine’s own particle systems are still the way to go for your average user. I could see doing plenty of one-off things with Flow, or something centered around it for a scene or a game-jam offering, or some sort of toy in general. You can really crank the quality up on it, that’s for sure. That is a lower quality setup, and runs at ~25fps on my lowly rig.
**, **big thanks for your answer. Can I ask another question. It is about Nvidia blast. What is the main differences beteen blast mesh and destructable mesh. Where I should use blast and where another. I googled already but cant find information about blast in unreal engine.
End another question about folder of compiled Unreal with gameworks. Is 40Gb and all that files and folders there needed to work engine correctly?
Blast has more detail, and better performance than the default destructible. You can find some in-depth info on Blast (note that you need to be registered and logged in to follow that link).
As far as the compiled size- yep. Compiling from source results in a huge workspace. You can trim it down, but it’s ill-advised during development. I’m still wrapping my head around making “installed builds”, a similar sort of engine workspace you end up with when installing from the Epic Launcher. It’s a bit advanced/intense and a lot of work. Things break, people starve, kittens start doing drugs. So for now, I’d just get familiar with things as they are, experiment with GameWorks, and worry about that insanity down the road
I’m guessing it has to do with a missing FASTGS call in the vertex shader of the Waveworks Quad Tree or something. I’m not too familiar with the UE4 source, so any hints or help would be appreciated. F.ex. Where would vertex shader be located in the source?
As a favor to others who (like me) are NOT experts, are two tutorials I followed to successfully build Unreal Engine from source code that includes all the GameWorks features:
v=J6x0jTpKBUs
There’s no narration, and it goes fast so be prepared to pause and study at key points. Just follow what guy does, and it works.
The other is an excellent tutorial from Johnb4467. He explains very clearly why and how you want to build Unreal Engine way, and as a bonus he includes steps to add the Substance plugin:
v=3__hahPm22w
Very helpful, thanks !
And thank you to . for putting the build together and saving us a lot of grief. I used his 4.17 build found (be sure you’re logged in to your GitHub account or you’ll get a 404 error): https://github/MaximeDup/UnrealEngine
As developers/designers, we need to be prepared to read 278 pages, regularly.
Your options are to either: a) wait until stable builds are more common, or b) be ready to deal with a lot of issues. There is a more current build that’s somewhat stable, with a majority of the GameWorks offerings, for 4.17, and another with Flex and Blast for 4.18.
Read back a few pages, you’ll find it. If you intend to tinker with GameWorks, thread with 278 pages is full of helpful information, so keep it handy!
hey, are there any plans to make FleX work with skeletal meshs or only turn parts of a mesh into fleX? I realy like fleX but without these features I can’t realy use it Thanks for the great work guys I am looking forward to every update!
I’m not sure but I did not find any information about hairworks usable in version.
The only one I got to work is currently in UE 4.16 and therefore I needed to rebuild the engine via Visual studio.
You need to have a connection between your Epic and your Github account and then you can download the files.
But I would really like to know when it will be usable in a newer UE version
Thanks for the answer looks pretty interesting but since it still uses static mesh morphs will not work and also making everything a soft body sounds pretty performance expansive
hi all guys.
(A) i usual used VXGI with 4.17 for some works.
(B) i delated the dir about 4.17 and downloaded+installed the VXGI 4.18
now i can’t use VXGI anymore:
for exemple with 4.18 VXGI(B) if i create a scene the GI result like “bloked”. i cant chage sky light intesity so i cant work (sun light works good)
if i delate the VXGI 4.18(B) dir and i download and re-istall the VXGI(C) 4.17 i get the SAME problem
if i use VXGI 4.18(B) and i convert a progect made with VXGI 4.17(A) the VXGI works good
Quick question, I was wondering if it was possible to expose HairWorks property into the sequencer with BP magic in order to keyframe some of the Hairworks value for cinematics purpose?
I’ve heard it was possible only by a risky attempt of editing the source code macros of FHairWorksInstance to allow the HairWorksAssets and HairworksMaterials to be modified in the event graph and construction script, did somoene already experimented with subject ?