You aren’t going to be able to use Flow, Hair or Flex with the launcher version. Blast can be used as a plugin, but I think (someone correct me if I’m wrong) even that needs some source code modifications. These things require modified versions of the engine. means either rolling your own and incorporating Nvidia’s changes, directly using their specific branches, or using the versions from the likes of above, where someone else has taken the time to merge the various bits of GameWorks together.
How to do has been covered in topic, but it really is down to programming knowledge in general. Diff’ing files and merging in those changes, linking to external libraries and including headers and such… If you’ve never even whipped up a C++ “hello world” and set up a stable development environment, is quite the task to take on when just starting out. Not saying don’t do it- just saying be prepared to pull your hair out.
's fork/branch has the most up-to-date versions of anything I’ve come across, and compiles without (at least, last I tried!). If you’ve ever compile the engine from source, it’s pretty much the same process. More thorough instructions are actually over at the Github repos. So again, your options are to either use one of these lovely pre-made versions and not use what you don’t want, or roll your own and not incorporate the things you don’t need. Flex isn’t available for 4.19 yet (as of writing), but as pointed out, he has a 4.18.3 version with that included.
Documentation is your friend. If you were searching for how to compile Unreal Engine, surely you would have seen near or the top of your search results: .unrealengine/en-us/…ngUnrealEngine
Also, beastly thread (as of writing, 308 pages) is full of knowledge related to various aspects of GameWorks! It might take some time, but it’s totally worth it to dedicate some time pouring over it with a magnifying glass. It’s how I’ve solved many of my own issues, matter-of-factly. With that said, you’ll see several questions from me in thread as well, haha. As far as making custom builds of the engine that ditches some of the stuff you might not want, I’ve found it to be more of a headache than it’s worth. For plugins, I just disable what I don’t use. For other features of the engine, I just don’t use them. Performance has never suffered, and I have no problem packaging and shipping projects that weigh in at 50mb all said and done.
I’m using a modified version of one of 's builds, with the addition of other changes to the engine source, and dozens of external plugins. I’m not having any issues, but that comes with time and getting to know what works and what doesn’t. You just have to experiment, piece by piece, until you land on something that is stable. Then slowly build from there. It’s no fun sitting on the other side of the fence, seeing the big kids get to play with the big toys, but if you a project you are working on is having too many issues with custom builds of the engine, you might have to look the other way, heh. Tinker with madness on the side as an experiment, and stick to stability for serious projects- it’s the safe route!