NVIDIA GameWorks Integration

I love you so much :slight_smile: Thanks man. Keep your great working!!!
But is 4.18.2 or 4.18.3 (small hotfix from UE)?

Hi all…
I would like to incorporate hairworks onto 4.18.3 can someone PLEASE explain to me how to do it please, or direct me to another 4.18 with hairworks? ideally 's branch would be the best option but as he explained it does not contain hairworks in it :frowning: and I couldnt find any other 4.18 branch with hairworks.

You can wait @ branch new source for you!

current https://github//UnrealEngine/tree/4.18-GameWorks is based on 4.18.3 and has Blast, Flex, Flow. HBAO+, VXGI and Volumetric Lighting

https://github/niexuchina/Unreal…8-HairWorks1.4

That’s the one I had that merged earlier but like mentioned, hairworks demo projects didn’t work in packaged builds.

To get it back, you could just either revert or drop commit from my branch: https://github//UnrealEngine/commit/d0967936f4d220e133db070b5b3a523a0dcd73f6 but I’m pretty sure there will be few merge conflicts due to the volumetric lighting I added afterwards, so some manual work is still required.

Hi all…
I posted a fork of UE4 4.18 with Blast, Flex, Flow and HairWorks integrated on a branch.
The sample content is minimal.
Thanks and nienxuchina.
https://github//UnrealEngine

!! thanks , VinaCaptcha and for replying!! :slight_smile:

While I am at it…how to incorporate 4.18.3 into your build ?

It’s UE4 4.18.3
git clone https://github//UnrealEngine.git
cd UnrealEngine
Setup
GenerateProjectFiles

or

git remote add https://github//UnrealEngine.git
git fetch
git merge etc.

Great !!! Thanks so much man :slight_smile:

i MAN!

i using your 4.18.3

i find some BP for and i’ve request about Flame with VXGI

is it possible to have indirect/direct lights in a scene? i mean on walls for exemple

i didn’t get

It’s 4.18.3

thanks again for your help…but if you wouldn’t mind…give me a quick crash course as to how or where to input those lines…I’m new to github and no idea as to where to begin.

[COLOR=#222222][SIZE=16px]If I understand your question, then you can find the answer .[/SIZE][/COLOR]
https://www.unrealengine/en-US/ue4-on-github

[COLOR=#222222][SIZE=16px]At the end of the installation, after running Setup.bat, the following error occurs:[/SIZE][/COLOR]
[COLOR=#222222][SIZE=16px]Failed to Download ā€˜://cdn.unrealengine/dependencies/2466157-4ecb0085873048178dd6d2b8872eea79/81594c92fcec0b95d7d0b47ad36aef8d2605c8b8’: The path or file name is too long. The full file name must be less than 260 characters, and the directory name is less than 248 characters. (PathTooLongException)[/SIZE][/COLOR]

real-time animation rendered in UE4 .over to 200 mins animation all rendered in real-time based on NVidia VXGI, HBAO+ for dynamic GI. also, we use NVidia Flow for fire and smoke in some cases. Big thanks to UE4, NVidia and for creating custom builds of Nvidia Gamework.

to , Im sorry I misunderstood your reply when you said its 4.18.3 :(…thank you, is just what i was looking for…after compiling thru visual studio UE4 opens BUT, it gives errors on blast as you can see on the snapshot attached…

thanks MiroYar for your input as well

Thanks for your hard work!! is great

It’s no critical.
Blast works.

Hello,

I would like to start a multiplayer prototype with a lot of destruction (like in Crackdown 3) and water physics (fluid simulation to manage how a ship sinks, and waveworks for photorealistic sea).
The problem is that (tell me if I’m wrong), UE4 includes APEX as a plugin, but not Blast (that is better than APEX). And UE4 doesn’t include other Gameworks features in the official version. So I tried to DL and install the NVidia’s UE4 fork (Blast 4.18) but I encountered 2 problems :

  • You can see the 1st problem on the screenshot. It’s happening when I’m following the steps to compile the fork. Idk how to solve .

  • The 2nd problem is that there is a different fork for every NVidia Gameworks ? () There is no version with all the features included? Then how can I use Blast, Flex and Gameworks in the same engine and project?

To have all these NVidia features as plugins in the market or already included in the official UE4 would be great! And to add blueprints for them.

Thanks for help!

I recently noticed nvidia branch: /tree/TXAA3-4.16
That’s UE 4.16 branch with Nvidias own TXAA 3.0, I also tried updating it for 4.18.3 : https://github//UnrealEngine/tree/4.18-TXAA but I can’t guarantee it works properly as I don’t think either the original 4.16 one or my branch does.

It’s kinda hard to tell how that’s supposed to be used, by looking at the code, TXAA should be at least enabled when AA quality is 7 and it’s selected as AA solution but it really looks just like Unreals TAA, like 100% the same. I could only make two CVARs work on it, but they also have same effect if UE4 TAA is enabled or if Nvidias TXAA is enabled, which leads me to question the results. The CVARs that did work are r.TXAADebugMV and r.TXAAUseRGB. Some of the rest might do something but it’s not obvious by looking at the effect in motion.

Also worth noting that when TXAA is selected, it will crash the editor if you try to resize the viewport, same thing also happens if you try to run TXAA on unreals forward, it just crashes the engine on launch. I think both crashing issues are related how TXAA handles motion vectors but I didn’t really examine it further as I’m not sure how to run thing properly in deferred even, or if it’s supposed to work yet? It feels very WIP atm.