If anybody has merged Flex with VXGI2, Blast and Flow to 4,19, please point in the right direction. Thanks!
I’m still waiting official Flex integration to drop myself. It’s not difficult to merge the old version, it’s just bit pointless if Nvidia is releasing improved Flex 1.2 soon for UE4 (which I hope they do as Flex 1.2 SDK itself has been out for two month or so). No official word if they are doing this however.
@0lento Thanks for the reply and yes, let’s see if we get word from nvidia, it would be nice to have that one going…
Meanwhile, they did finally put 4.19 Blast into their NvPhysX repo: https://github.com/NvPhysX/UnrealEngine/tree/Blast-4.19
I’ve included the latest fixes from that and other nvidia tech branches on my 4.19 merges so they should all be up-to-date.
Hello, I want to use some plug-ins in the 4.19 Gmaeworks version you compiled, such as Substance and Datasmith, but the Substance copy has been packaged in the past to open the plug-in prompt error, and Datasmith can’t find the way to use it. Is there a way to use these plug-ins? These plug-ins are very important to me, and the unreal engine that uses Gameworks can be very cumbersome if it can not be used.
Please use english on these forums (most people - including myself - have no clue what you just wrote there).
You can just move the Substance plugin from marketplace folder (from stock 4.19) into your UE4 projects Plugins folder, make sure you have c++ project and then regenerate the project files from .uproject. This will generate a visual studio solution which lets you compile substance for the engine version you are using for the project.
I will not add substance plugin in my own merged repo as it breaks UE4 EULA, while it’s a free plugin UE4 marketplace, it’s license doesn’t give me rights to redistribute the source code so I can’t do it myself.
VXGI does work with skeletal meshes? because when i switch to VXGI opacity vis. i dont see skeletal mesh on screen but static mesh of same character is there.
Thanks to @Alexey.Panteleev Unreal is in a better state than ever before. After the update fps increased to 80 from 48 on the same scene. (Maybe it will get even higher in the future. :rolleyes: )
It’s good to know that there are people who are dealing with these important topics.
If I wanted to create my own integration of GameWorks plugins, how would I get started?
Learn how git works first, then get a decent mergetool for it and start merging the different branches. There will be some conflicts that the mergetool can’t automatically resolve, so you need to guide it through those.
How I do it: I add nvidia repo as my unrealengine fork’s remote, I fetch nvidia and epics own repo changes, start with clean official release-tagged ue4 base and then I merge whole nvidia tech branches with squash-option so they only make one commit each (for later individual bug fix commits I just use cherry-pick).
If the nvidia branch isn’t for the same main ue4 version, it requires you to manually updade some files. In nutshell, that usually means you doing the engine compile and see what is missing or changed, fix the issues and finally commit a fix for that. Additionally, this step involves fixing things that have changed in UE4 build system, so you change related Build.cs accordingly (just observe the diff from other plugins between the engine version you are upgrading from and into).
HI, I want to use Datasmith in your integrated Gameworks 4.19, but in 4.19, the Datasmith plug-in doesn’t seem to exist in the engine’s plug-in directory, so I can’t rebuild it. Is there any way to integrate the Datasmith plug-in in this branch?
Hi, any reason why you haven’t merged Cataclysm?
If it’s a regular UE4 plugin which you can install through Epic launcher, you will see the plugin in UE4 binary installation folder under plugins/marketplace. Like mentioned for the substance-plugin, you can just add these into your own project by copying the files from that Marketplace folder into your projects Plugins-folder, make sure you have at least some c++ class (if you don’t, add some c++ dummy file), then regenerate the solution file so you’ll get the new plugins included in the build, then just open the solution file and build the project, it will build projects plugins at the same time.
That is, as long as the plugin comes with integration source code (haven’t seen a plugin that doesn’t have that but then again, I’ve never used Datasmith).
Here are a couple quote from this thread in which we explained how to grab and merge those various technology together.
It’s some elementary version control knowledge that is extremely valuable to know.
Hi, I’ve tried to build a plug-in in your way, and many other plug-ins can be built in this way, such as substance-plugin, and they can all be rebuilt. But Datasmith is made by EPIC, and in the 4.18 of the engine I can find its folders under the plug-in path, but when I try to rebuild them, I’m prompted to build an error, maybe try to handle it manually in the source code, and then I try to build them in the 4.19 edition of the branch, but the 4.19 version of Datasm The ith plug-in does not appear in the plug-in directory of the engine, but I make sure that it has been installed. It seems to be intentionally hidden or encrypted by Epic authorities. So it can’t be rebuilt in the engine branch? The Datasmith tool is really important, but I can’t seem to find the way to use it in the branch.
Helo, why do you no longer support Flex in your assemblies? I used your build in version 4.18.3, everything worked stably. I do not know for what reason, but other people’s builds of versions 4.19 heavily load the system.
Helo! Why do you no longer support Flex in your assemblies? I used your build in version 4.18.3, everything worked stably. I do not know for what reason, but other people’s builds of versions 4.19 heavily load the system.
Helo, Why do you no longer support Flex in your assemblies? I used your build in version 4.18.3, everything worked stably. I do not know for what reason, but other people’s builds of versions 4.19 heavily load the system.