NVIDIA GameWorks Integration

Unfortunately it seems like I have some kind of driver conflict. Had to change my anti-virus and made the compile/build run at least a bit longer but then again a full memory dump.
Don’t think is related to your VXGI build at all. How could it possibly be. I’ll keep trying!
Meanwhile I gathered some compile errors for you. Not sure if they have any value but maybe:

Hey, I don’t know if I’m right , but can someone explain me How I can create a Flow project or even add Flow to an excisting projectfile that I created using @WindyStrife 4.18 Gameworks ?
I’m just messing around with the Test projectfile at the moment.

Greetings

Have you tried removing the Intermediate folder, and start over?

Is there anyone who managed to merge Blast and VXGI with 4.19? I know got VXGI 4.19, would love to see blast with it. Thanx for all hard work.

I tried your way,but it does not work. And for me ,it works well in the editor, however,it crashed when run it after packaging.
The same erro log as .What can I do now?thanks

@WindyStrife I clone your branch in the github.And maybe there are some problems.Do you meet it? like it will crash when run waveworks_gdc_map after packaging

hello
I try to open the waveworks_gdc_map after packaging,but it crashed and the erro log is :

Assertion Failed: Array index out of bounds.

Fatal error: [File:U:\UnrealEngineNiv\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 813]
Rendering thread exception:
Fatal error: [File:U:\UnrealEngineNiv\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 1015]
GameThread timed out waiting for RenderThread after 42.90 secs

0x0000000088F34008 KERNELBASE.dll!UnknownFunction ]
0x000000000A62FB00 WaveworksTester-Win64-DebugGame.exe!FWindowsErrorOutputDevice::Serialize() [u:\unrealengineniv\engine\source\runtime\applicationcore\private\windows\windowserroroutputdevice.cpp:65]
0x000000000A3CD34C WaveworksTester-Win64-DebugGame.exe!FOutputDevice::Logf__VA() [u:\unrealengineniv\engine\source\runtime\core\private\misc\outputdevice.cpp:70]
0x000000000A35CB9D WaveworksTester-Win64-DebugGame.exe!FDebug::AssertFailed() [u:\unrealengineniv\engine\source\runtime\core\private\misc\assertionmacros.cpp:414]
0x000000000B94F3BC WaveworksTester-Win64-DebugGame.exe!TBasePassWaveWorksDrawingPolicy::ConfigureQuardTreeInputMapping() [u:\unrealengineniv\engine\source\runtime\renderer\private\basepassrendering.h:1426]
0x000000000B931063 WaveworksTester-Win64-DebugGame.exe!TBasePassWaveWorksDrawingPolicy::TBasePassWaveWorksDrawingPolicy() [u:\unrealengineniv\engine\source\runtime\renderer\private\basepassrendering.h:1521]
0x000000000B92507D WaveworksTester-Win64-DebugGame.exe!FDrawTranslucentMeshAction::Process() [u:\unrealengineniv\engine\source\runtime\renderer\private ranslucentrendering.cpp:508]
0x000000000B92600C WaveworksTester-Win64-DebugGame.exe!ProcessBasePassMesh() [u:\unrealengineniv\engine\source\runtime\renderer\private\basepassrendering.h:2086]
0x000000000B957554 WaveworksTester-Win64-DebugGame.exe!FTranslucencyDrawingPolicyFactory::DrawDynamicWaveWorksMesh() [u:\unrealengineniv\engine\source\runtime\renderer\private ranslucentrendering.cpp:882]
0x000000000B95AD1B WaveworksTester-Win64-DebugGame.exe!FTranslucentPrimSet::DrawWaveWorksPrimitives() [u:\unrealengineniv\engine\source\runtime\renderer\private ranslucentrendering.cpp:1167]
0x000000000B97AF1C WaveworksTester-Win64-DebugGame.exe!FDeferredShadingSceneRenderer::RenderWaveWorks() [u:\unrealengineniv\engine\source\runtime\renderer\private ranslucentrendering.cpp:1918]
0x000000000B34F4CE WaveworksTester-Win64-DebugGame.exe!FDeferredShadingSceneRenderer::Render() [u:\unrealengineniv\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1469]
0x000000000B87A7A0 WaveworksTester-Win64-DebugGame.exe!RenderViewFamily_RenderThread() [u:\unrealengineniv\engine\source\runtime\renderer\private\scenerendering.cpp:2121]
0x000000000B863B98 WaveworksTester-Win64-DebugGame.exe!TGraphTask<FRendererModule::BeginRenderingViewFamily’::26’::EURCMacro_FDrawSceneCommand>::ExecuteTask() [u:\unrealengineniv\engine\source\runtime\core\public\async askgraphinterfaces.h:784]
0x000000000A23D42E WaveworksTester-Win64-DebugGame.exe!FNamedTaskThread::ProcessTasksNamedThread() [u:\unrealengineniv\engine\source\runtime\core\private\async askgraph.cpp:651]
0x000000000A23D9DD WaveworksTester-Win64-DebugGame.exe!FNamedTaskThread::ProcessTasksUntilQuit() [u:\unrealengineniv\engine\source\runtime\core\private\async askgraph.cpp:560]
0x000000000BB12BDB WaveworksTester-Win64-DebugGame.exe!RenderingThreadMain() [u:\unrealengineniv\engine\source\runtime\rendercore\private\renderingthread.cpp:327]
0x000000000BB12E2F WaveworksTester-Win64-DebugGame.exe!FRenderingThread::Run() [u:\unrealengineniv\engine\source\runtime\rendercore\private\renderingthread.cpp:461]
0x000000000A5C8BD0 WaveworksTester-Win64-DebugGame.exe!FRunnableThreadWin::Run() [u:\unrealengineniv\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
0x000000000A5B8A21 WaveworksTester-Win64-DebugGame.exe!FRunnableThreadWin::GuardedRun() [u:\unrealengineniv\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:33]
0x000000008B7B1FE4 .DLL!UnknownFunction ]
0x
do you know what’s wrong with it?thanks

Does anyone add the “Substance plugin” to @. 's 4.19 branch?

is my solution :slight_smile:
File: SubstanceCore.Build.cs
LineNumber 105 to 132

             //Toggle on our flag if we are building for PS4
            //IncludePS4Files = true;
        }
    }

    //Overwrite PS4 SDK if the files don't exist - Check both Engine and Project directories
    //string ConsoleFilePath = "SubstanceCore\\Private\\SubstanceCorePS4Utils.h";
    //string BaseEnginePath = Path.Combine("..", "Plugins", "Runtime", "Substance", "Source");
    //string BaseProjectPath = Path.Combine("Plugins", "Runtime", "Substance", "Source");
    //string ConsoleEngineFilePath = Path.Combine(BaseEnginePath, ConsoleFilePath);
    //string ProjectParentDir = System.IO.Directory.GetParent(Target.ProjectFile.ToString().ToString());
    //string ConsoleProjectFilePath = Path.Combine(ProjectParentDir, BaseProjectPath, ConsoleFilePath);

    //Check both possible locations of where the console files could be
    //bool ConsoleFilesFoundInEnginePluginDir = File.Exists(ConsoleEngineFilePath) && IncludePS4Files;
    //bool ConsoleFilesFoundInProjectPluginDir = File.Exists(ConsoleProjectFilePath) && IncludePS4Files;

    //Craft the project file location to test as well
    //IncludePS4Files = (ConsoleFilesFoundInEnginePluginDir || ConsoleFilesFoundInProjectPluginDir) && IncludePS4Files;

    //PublicDefinitions.Add("SUBSTANCE_HAS_PS4_SDK=" + (IncludePS4Files ? "1" : "0"));

    //if (IncludePS4Files)
    //    UnrealBuildTool.Log.WriteLine(LogEventType.Log, "Substance Editor Plugin: PS4 Cooking Enabled");
}

}
}

ok. is realllly strange. In the hairworks viewer its working allright! but when it comes to ue4, when i try to add hairworks .apx file to my character blueprint problem starts to show up.
It looks like hairs up axis getting changed. I tried to change it when i export from maya. Y up and Z up nothing happens. Same. But when i open it in Viewer it looks ok… is somebody facing with problem?
___ That little white thing should be beard…

Hello everyone,

I am trying to compile the latest editor for the first time using VS17 on win10 (16299.371)

I am running into some errors while compiling, is my output (sorry for the german bits, tried to set VS language to english. ‘Bezeichner’ = identifier / designator | ‘Typspezifizierer’ = type specifier)

I hope someone can help me get back on track with . I am very unexperienced using VS so please go a little slower than usual maybe.

1>------ Build started: Project: ShaderCompileWorker, Configuration: Development_Program x64 ------
1>Performing 35 actions (9 in parallel)
1>Module.Core.8_of_9.cpp
1>Module.DesktopPlatform.cpp
1>Module.MetalShaderFormat.cpp
1>Module.ShaderFormatD3D.cpp
1>Module.ShaderFormatOpenGL.cpp
1>Module.Core.9_of_9.cpp
1>Module.ShaderCompileWorker.cpp
1>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token “Bezeichner”, erwartet wurde “Typspezifizierer”
1>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token “Bezeichner”, erwartet wurde “Typspezifizierer”
1>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token “Bezeichner”, erwartet wurde “Typspezifizierer”
1>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token “Bezeichner”, erwartet wurde “Typspezifizierer”
1>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token “Bezeichner”, erwartet wurde “Typspezifizierer”
1>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token “Bezeichner”, erwartet wurde “Typspezifizierer”
1>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token “Bezeichner”, erwartet wurde “Typspezifizierer”
1>ERROR : UBT error : Failed to produce item: D:\UE4FLEX\UnrealEngine-FleX-4.17.1\Engine\Intermediate\Build\Win64\ShaderCompileWorker\Development\ShaderCompileWorker-Core.lib
1>Total build time: 3.35 seconds (Local executor: 0.00 seconds)
1>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): 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.
1>Done building project “ShaderCompileWorker.vcxproj” – FAILED.
2>------ Build started: Project: UE4, Configuration: Development_Editor x64 ------
2>Creating makefile for UE4Editor (no existing makefile)
2>Performing full C++ include scan (no include cache file)
2>Building UnrealHeaderTool…
2>Performing 10 actions (9 in parallel)
2>Module.Core.9_of_9.cpp
2>Module.Core.8_of_9.cpp
2>Module.UnrealHeaderTool.cpp
2>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token “Bezeichner”, erwartet wurde “Typspezifizierer”
2>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token “Bezeichner”, erwartet wurde “Typspezifizierer”
2>C:\Program Files (x86)\Windows Kits\8.1\include\um\combaseapi.h(229): error C2760: Syntaxfehler: unerwartetes Token “Bezeichner”, erwartet wurde “Typspezifizierer”
2>ERROR : UBT error : Failed to produce item: D:\UE4FLEX\UnrealEngine-FleX-4.17.1\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool-Core.lib
2>Total build time: 5.20 seconds (Local executor: 0.00 seconds)
2>EXEC : error : UnrealHeaderTool failed for target ‘UE4Editor’ (platform: Win64, module info: D:\UE4FLEX\UnrealEngine-FleX-4.17.1\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor.uhtmanifest, exit code: OtherCompilationError (5)).
2>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command “…..\Build\BatchFiles\Build.bat UE4Editor Win64 Development -waitmutex” exited with code 5. Please verify that you have sufficient rights to run command.
2>Done building project “UE4.vcxproj” – FAILED.
========== Build: 0 succeeded, 2 failed, 2 up-to-date, 0 skipped ==========

my previous post is moot, i solved the problem by using the version provided, using a fresh VS2015 install to compile. Gonna check things out now, very excited :slight_smile:

Reinstalled some stuff. All good now. Again, many thanks for your continuous efforts! :slight_smile:

Any update on VXGI 2.0? How performance improvement should we expect?

Hey, I was able to compile what you uploaded, but im unable to access NVIDIA flow. am i missing something? are there some extra steps i need to be following?

I’m having a problem with UE4 and Hairworks for sometime now.
Both in FurViewer and AnimBP, the hair move realistically with my character.
When I try it in game though, the hair move slowly as if they have less gravity.
What I mean is that they stay more time in air and they follow slowly my character’s animations.
Is there an option somewhere or is common with UE4 and Nvidia Hairworks?

*For some reason I can’t create a new thread , so that’s why I post it *

I’m seeking for a merged git of HairWorks and VXGI for the UE 4.19, someone has it under his hand ?

i am waiting for VXGI 2.0 to do one :wink:

Oh? I will wait then, thanks.

I am SO excited for vxgi 2.0 - to meet visual targets for our game!! Are we looking at 4.19 + vxgi 2.0 release before May, still, or has it been pushed back? :3