Thanks @ so much! Good news for me! Love you so much!
@ so is there no way I can edit the collision hulls for chunks directly instead of just generating or use per-face collision with blast?
Itās been a while, so my memory is rustyā¦ But if you are all linked up with Nvidia on GitHub and have access to their private repos, go : https://github/NVIDIAGameWorks/Blast. The tools they have differ a bit from what is presented in Unreal Engine. Try tinkering around with the BlastTool found there.
Hello, can you join WaveWorks in the 4.192 integrated version? Waveworks seems to be a very good marine simulation plug-in. If you can integrate the Waveworks Gameworks process, it should be very complete.
please read the thread before asking
āIām avoiding waveworks for two reasons: the version we get is CUDA only, so it only runs on Nvidia GPUs. Other is that last time I checked, some shader overrode some surface normal math that Flex did differently so would probably make that shader to have some unwanted effect on Flex if both were enabled on the same build.ā -
^ That pretty much. It actually could have been Flow instead of Flex that had the shader conflict with it but thatās minor, having Waveworks as CUDA only is no go for any commercial game as you canāt limit your game for Nvidia GPUās only. Nvidia does have other versions internally and you can license them but thatās a whole another deal.
That being said, nothing is stopping others from merging it, I just will not include it on my own merge as I prefer to keep the whole thing usable for all (although VGXI 2 seems to be more limited to recent Nvidia gear than Iād like).
Hello galaxy i have a question. do you plan integrating Faceworks?
Hello. do you plan integrating Faceworks?
If you refer to he hasnāt been updating these for a while anymore (last seen on these forums last year).
Since thereās no public FaceWorks tech integration for UE4, we canāt merge FaceWorks on a public UE4 fork ourselves due to the licensing issues (I know thereās a separete branch for it in the GameWorks repo but no UE4 integration). And in addition to that, UE4 already has itās own skin and eye shaders that are pretty good (just look at Paragon training/tech streams from youtube) so integrating Nvidia middleware for purpose wouldnāt make much sense anyway.
Hi, just tried todo a test win64 pack of the flex demo project without making any changes and I get the following error.
UATHelper: Packaging (Windows (64-bit)): ERROR: UBT ERROR: Failed to produce item: C:\Users\Documents\GameWorks\Engine\Plugins\Media\WmfMedia\Binaries\Win64\UE4-WmfMedia-Win64-Shipping.lib
PackagingResults: Error: UBT ERROR: Failed to produce item: C:\Users\Documents\GameWorks\Engine\Plugins\Media\WmfMedia\Binaries\Win64\UE4-WmfMedia-Win64-Shipping.lib
UATHelper: Packaging (Windows (64-bit)): Total build time: 712.30 seconds (Local executor: 0.00 seconds)
UATHelper: Packaging (Windows (64-bit)): Took 712.4387523s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): ERROR: Command failed (Result:5): C:\Users\Documents\GameWorks\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win64 Shipping -NoUBTMakefiles -remoteini=āC:\Users\Documents\GameWorks\FlexProjectā -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: āUnrealBuildTool-2018.07.03-
07.55.55.txtā
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\Documents\GameWorks\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)
PackagingResults: Error: Command failed (Result:5): C:\Users\Documents\GameWorks\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win64 Shipping -NoUBTMakefiles -remoteini=āC:\Users\Documents\GameWorks\FlexProjectā -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: āUnrealBuildTool-2018.07.03-07.55.55.txtā
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error
Any ideas?
Does anyone know if waveworks itself does ocean spray? Or is in combo with flex? Is it out of the box with waveworks basically. I cant find any documentation and trying to make splashes with waveworks colliding with meshes.
@Boosh55 What Flex version you are using? I did some fixes for Flex packaging on my own merge and I also made a PR (for Flex fixes) but nvidia hasnāt accepted it so far. You can get Flex only version https://github//UnrealEngiā¦PR-FleX-4.19.2 for now but Iāll remove the PR branch once nvidia either accepts the PR or fixes the issues on their own.
@ It was from your 06-21-2018, 12:02 PM GameWorks branch (I downloaded it a couple hours after you posted it). Ill try to re download and rebuild tonight to see if it was a fluke and Ill give the flex only build a try too.
Tbh, I might have not tried shipping build on Flex, development build worked when I tried it. Iāll check what happens on my end on the GameWorks merge.
Also, there hasnāt been any updates since I posted it so it should be the same version you already got.
I tested FlexProject on my 4.19-GameWorks, I had no issues packaging it on shipping either (used VS2015 for building UE).
@Boosh55 The part of build error you linked is after the actual error that prevented it from building properly on your case so itās not easy to tell why it failed.
hi please update substance plugin in new version
I canāt include substance on my fork as Iām not allowed to distribute source code from marketplace (substance plugin). You can get the plugin youself from the marketplace and place it into your own projects Plugins folder. Then generate your gameās project files again and UE4 will compile substance plugin along with your project.
Worth mentioning that you need to have c++ project for , so if your project is currently blueprint only, you need to do is place the substance plugin as I mentioned and then generate any dummy c++ file with UE4 editor to get the c++ solution file.
@ Thanks for the response. I went back and tried to do several more builds none of them worked. Eventually I downloaded VS2015 and it worked right off the bat. Must be something in 2017 it doesnt like.
is bit weird, I did a clean build with VS2017 as well and didnāt encounter any issues.