Looks like the standalone FleX demo to me, nothing to do with UE4. So no, scene does not exist in UE4, though plenty of other demo scenes do.
I agree, the screenshot is from Flex SDK, it only runs standalone when you get the SDK itself. But we got UE4 sample project with multiple levels with Flex integration on UE4, itās just a different sample.
Hello!
I have several questions about the VRWorks branch I hope someone can help me with.
- Is GPU accelerated in branch? If yes, will I be able to perform raycasts into the physical scene faster than on CPU?
- Can I dedicate an entire GPU to using VRSLI?
- Are there any limitations to VRSLI in terms of which scene renderings I can distribute among the GPUs? I.e. is it limited only to distributing view for each eye in a stereo setup or could I also render on seperate GPUs from entirely different viewpoints?
Thanks for your time, friends!
One last simple question, inside the flex demos, some of them allow you to interact with the level using keys (press g to disable gravity etc.). Where are these commands located?
I cannot for the life of me find where these commands were initialized. I've looked in the blueprints, in the source for the scene, nothing. Unless I'm missing something stupid , can someone help me out?
Nevermind ignore my question I am big dumb
I doubt theyāve enabled it but if you do custom engine, you can do yourself if you are willing to modify engine internals a bit. Just be aware that gpu mode on only works on Nvidia GPUs and nothing else (thereās a fallback to CPU physics though). More info .nvidia/gameworks/coā¦gidBodies.html
Excuse me but the link to the plugin for Blast is dated on the Nvidia page ; https://github/NVIDIAGameWorks/Blast Will a version for 4.19 be coming soon? Also, how may I integrate Nvidiaās WaveWorks and other features into UE4?
Also on the topic of Blast; I know Apex had a limit for destructed pieces does Blast too, and if so can it be raised in a configuration file like Apex?
That link is directly to the SDK - for the NVIDIA GameWorks plugins already integrated into UE4 Engine builds, visit and take a look at the different branches.
I know but what if say I want to integrate more than one branch? Also arenāt these branches of UE4 dated? Like the UE4 one with Blast is for 4.19 but what about when 4.20 comes out?
Trying to integrate the SDK into the engine is a huge undertaking. I doubt if anyone on thread would try that. If it was that easy to use the SDK directly, then they wouldnāt need to integrate them with UE4 for us to begin with; theyād just tell us to do it ourselves.
Easiest/best way of using the plugins is to use them already integrated into versions of the engine.
If you want to integrate more than one branch, scroll back through thread - there are several people who have already done so with 4.19, you may find the plugins you want already integrated together. Otherwise, use some kind of git mergetool and just combine the UE4 integrations of the individual plugins. You may have to resolve some conflicts, especially if you try to integrate plugins that havenāt been updated yet, but most of them should work fine.
When a new engine version comes out, you can simply use the same git merge method to update the engine.
Nvidia is pretty good at keeping these up-to-date unless you insist on getting all the integrations immediately with next 4.x.0 release. Sometimes, some integrations lag behind and people from community upgrade them. Iāve done for Flex, Flow, Volumetric Lighting in 4.18 (also upgraded VL for 4.19). Itās manual work, sometimes the changes are minor, sometimes they require you to do some troubleshooting on your end to figure out what in the engine api has changed and make relevant fixes.
Weāve also upgraded some of these libs manually in past, like HBAO+ to version 3 before nvidia did an official integration for that version but the with these is that we canāt share the full integration as we canāt mix things from official gameworks repo and nvphysx (ue4 integration fork) due to the licensing limitations. is also why you will not see things like community updated blast 1.1.3 (ue4 version uses 1.1.2) or community updated flex 1.2 (ue4 version uses 1.1).
Btw, they just pushed 4.19 version for WaveWorks into NvPhysx: /tree/UE4_WaveWorks_4.19
Looking at the latest changes for WaveWorks, and it looks like we can expect some possible performance improvements? Iām seeing some quadtree additionsā¦ Exciting stuff!
Hi!
Iām having trouble compiling the VRWorks 4.18 branch with VS2017. Specifically the following errors occur when building:
[SPOILER]C:\Users\Documents\UE_4.18_VRWorks\UnrealEngine\Engine\Source\ThirdParty//PhysX_3.4/Include/PxPhysicsAPI.h(45): fatal error C1083: Cannot open include file: āfoundation/Px.hā: No such file or directory
2>
2>Error executing C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\amd64\cl.exe (tool returned code: 2)
2>ERROR : UBT error : Failed to produce item: C:\Users\Documents\UE_4.18_VRWorks\UnrealEngine\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-DetailCustomizations.lib
2>Total build time: 19,37 seconds (XGE executor: 0,00 seconds)
2>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command āā¦..\Build\BatchFiles\Build.bat UE4Editor Win64 Development -waitmutex-2017ā exited with code 5. Please verify that you have sufficient rights to run command.
2>Done building project āUE4.vcxprojā ā FAILED.
========== Build: 1 succeeded, 1 failed, 2 up-to-date, 0 skipped ==========
[/SPOILER]
I verified that the header in question does exist and is where its supposed to be. Iāve also given myself all available permissions on the files in the branch. If anyone encountered error before, Iād be happy if you could share your solution.
Also, is Blast not supported over multiplayer? I was tested in editor with two āplayersā/connections and it stalls/hangs though I am using a build of ; https://github/windystrife/Unreaā¦ks#nvidia-hbao Can I manually edit the collision for the base mesh? When I import a house it has the windows and doors unenterable.
Please tell me more about . Also, weāre allowed to edit the source code of the engines and plugins thatās on the repo right?
If you got access to both GameWorks and NvPhysX repositories and accept (and obey) boths terms, you can mix them, you just canāt publicly distribute source code from the things you combine as it would clash with the licensing terms. Itās perfectly fine to integrate GameWorks tech yourself and use it internally for your products, as long as you are fine by both licenses terms and donāt break them.
Worth noting that integrations under NvPhysX fall under UE4ās licensing terms and they differ substantially from the terms on GameWorks repo tech, so do take your time to examine the licensing differences if you go route.
All being said, unless you absolutely need to be using the latest version of some tech without ue4 integration, just donāt. Nvidia will upgrade these eventually and manually upgrading these just to try something out isnāt in general worth the effort. If the library changes are small, you can swap the lib with small effort but sometimes you need bigger changes from UE4 side (which immediately makes it slow and tedious task unless you got high-end workstation or distributed build system)
Has anyone successfully built a ue4/flex engine for linux?
Thank you a lot for all your help , it isnāt really supported over multiplayer I assumed because I tested destroying an object in editor with two players and the object seemed destructed differently.
Is Radius Damage working for blast for anyone else?