I didn’t have my accounts linked - thanks!
4.19 Flex from Nvidia repo I assume? I made them PR for but they haven’t accepted it (/pull/523)
I have fixed branch due to the open PR : https://github//UnrealEngine/tree/PR-FleX-4.19.2, additionally my contains FleX and fixes as well.
For 4.20 I have a separate FleX branch : https://github//UnrealEngine/tree/4.20-FleX and https://github//UnrealEngine/tree/4.20-GameWorks if you want other techs too.
Oh that’s great thanks a lot! I’ll check out.
Just finished porting WaveWorks to 4.20 yesterday, there’s still some minor fixes to be done to the materials in the sample scenes, but the integration itself should work as expected. Check it out if you’re interested:
https://github/HaBe2305/UnrealEn…4.20-WaveWorks
If you find something and/or have a fix for the materials, please let me know. @sieumeo you go.
You’re my hero! I’m merging it with other Nvidia branches now, will let you know if anything interesting coming up. Cheers!
My pleasure. I’m currently merging it into my main branch with all the other NVIDIA tech, and will push it soon, so you even wouldn’t have to do that yourself if you wait a bit longer. I’m just testing a bit more that there are no side , but currently it looks good. Will push it today then.
hi please check rectangle light work on hairworks
Yeah, rect lights are new with 4.20, so NVIDIA didn’t have that one in mind when creating the integration. I’ll look into it and see what can be done about it. What’s your main interest , static lights and/or renders or dynamic lights/gaming environments? Just good to know for on what to focus first with that.
Hello **HaBe2305, **are you still planning to make the VXGI branch work?
Hmmmm… I still can’t get to package.
LogSlate: FSceneViewport::OnFocusLost() reason 2
UATHelper: Packaging (Windows (64-bit)): Running AutomationTool...
LogSlate: FSceneViewport::OnFocusLost() reason 0
LogSlate: Took 0.000226 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/DroidSansMono.ttf' (77K)
UATHelper: Packaging (Windows (64-bit)): Parsing command line: -ScriptsForProject="D:/Unreal Projects/FlexTest_2/FlexTest_2/FlexTest_2.uproject" BuildCookRun -nocompileeditor -nop4 -project="D:/Unreal Projects/FlexTest_2/FlexTest_2/FlexTest_2.uproject" -cook -stage -archive -archivedirectory="D:/VR GAME/Builds/Test" -package -clientconfig=Shipping -ue4exe=UE
4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -utf8output -compile
UATHelper: Packaging (Windows (64-bit)): Compiling scripts.
UATHelper: Packaging (Windows (64-bit)): DotNETUtilities -> D:\UnrealEngine-PR-FleX-4.19.2\Engine\Binaries\DotNET\DotNETUtilities.dll
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool -> D:\UnrealEngine-PR-FleX-4.19.2\Engine\Binaries\DotNET\UnrealBuildTool.exe
UATHelper: Packaging (Windows (64-bit)): AutomationUtils.Automation -> D:\UnrealEngine-PR-FleX-4.19.2\Engine\Binaries\DotNET\AutomationUtils.Automation.dll
UATHelper: Packaging (Windows (64-bit)): AllDesktop.Automation -> D:\UnrealEngine-PR-FleX-4.19.2\Engine\Binaries\DotNET\AutomationScripts\AllDesktop\AllDesktop.Automation.dll
UATHelper: Packaging (Windows (64-bit)): Localization.Automation -> D:\UnrealEngine-PR-FleX-4.19.2\Engine\Binaries\DotNET\AutomationScripts\Localization.Automation.dll
UATHelper: Packaging (Windows (64-bit)): OneSkyLocalization.Automation -> D:\UnrealEngine-PR-FleX-4.19.2\Engine\Binaries\DotNET\AutomationScripts\OneSkyLocalization.Automation.dll
UATHelper: Packaging (Windows (64-bit)): AutomationScripts.Automation -> D:\UnrealEngine-PR-FleX-4.19.2\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
UATHelper: Packaging (Windows (64-bit)): Android.Automation -> D:\UnrealEngine-PR-FleX-4.19.2\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
UATHelper: Packaging (Windows (64-bit)): BuildGraph.Automation -> D:\UnrealEngine-PR-FleX-4.19.2\Engine\Binaries\DotNET\AutomationScripts\BuildGraph.Automation.dll
UATHelper: Packaging (Windows (64-bit)): HTML5.Automation -> D:\UnrealEngine-PR-FleX-4.19.2\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll
UATHelper: Packaging (Windows (64-bit)): MobileDeviceInterface -> D:\UnrealEngine-PR-FleX-4.19.2\Engine\Binaries\DotNET\IOS\MobileDeviceInterface.dll
UATHelper: Packaging (Windows (64-bit)): IOS.Automation -> D:\UnrealEngine-PR-FleX-4.19.2\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
UATHelper: Packaging (Windows (64-bit)): Linux.Automation -> D:\UnrealEngine-PR-FleX-4.19.2\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll
UATHelper: Packaging (Windows (64-bit)): Mac.Automation -> D:\UnrealEngine-PR-FleX-4.19.2\Engine\Binaries\DotNET\AutomationScripts\Mac\Mac.Automation.dll
UATHelper: Packaging (Windows (64-bit)): TVOS.Automation -> D:\UnrealEngine-PR-FleX-4.19.2\Engine\Binaries\DotNET\AutomationScripts\TVOS\TVOS.Automation.dll
UATHelper: Packaging (Windows (64-bit)): Win.Automation -> D:\UnrealEngine-PR-FleX-4.19.2\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
UATHelper: Packaging (Windows (64-bit)): XLocLocalization.Automation -> D:\UnrealEngine-PR-FleX-4.19.2\Engine\Binaries\DotNET\AutomationScripts\XLocLocalization.Automation.dll
UATHelper: Packaging (Windows (64-bit)): Took 1.3858896s to run MSBuild.exe, ExitCode=0
UATHelper: Packaging (Windows (64-bit)): Setting up ProjectParams for D:\Unreal Projects\FlexTest_2\FlexTest_2\FlexTest_2.uproject
UATHelper: Packaging (Windows (64-bit)): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): Running: C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\MSBuild\15.0\bin\MSBuild.exe D:/UnrealEngine-PR-FleX-4.19.2/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj /verbosity:minimal /nologo /property:Configuration=Development /property:Platform=AnyCPU
UATHelper: Packaging (Windows (64-bit)): DotNETUtilities -> D:\UnrealEngine-PR-FleX-4.19.2\Engine\Binaries\DotNET\DotNETUtilities.dll
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool -> D:\UnrealEngine-PR-FleX-4.19.2\Engine\Binaries\DotNET\UnrealBuildTool.exe
UATHelper: Packaging (Windows (64-bit)): Took 0.5141692s to run MSBuild.exe, ExitCode=0
UATHelper: Packaging (Windows (64-bit)): Running: D:\UnrealEngine-PR-FleX-4.19.2\Engine\Binaries\DotNET\UnrealBuildTool.exe FlexTest_2 Win64 Shipping -Project="D:\Unreal Projects\FlexTest_2\FlexTest_2\FlexTest_2.uproject" "D:\Unreal Projects\FlexTest_2\FlexTest_2\FlexTest_2.uproject" -NoUBTMakefiles -remoteini="D:\Unreal Projects\FlexTest_2\FlexTest_2" -sk
ipdeploy -noxge -generatemanifest -NoHotReload
UATHelper: Packaging (Windows (64-bit)): Took 1.5276159s to run UnrealBuildTool.exe, ExitCode=0
UATHelper: Packaging (Windows (64-bit)): Running: D:\UnrealEngine-PR-FleX-4.19.2\Engine\Binaries\DotNET\UnrealBuildTool.exe FlexTest_2 Win64 Shipping -Project="D:\Unreal Projects\FlexTest_2\FlexTest_2\FlexTest_2.uproject" "D:\Unreal Projects\FlexTest_2\FlexTest_2\FlexTest_2.uproject" -NoUBTMakefiles -remoteini="D:\Unreal Projects\FlexTest_2\FlexTest_2" -sk
ipdeploy -noxge -NoHotReload -ignorejunk
UATHelper: Packaging (Windows (64-bit)): Performing 3 actions (4 in parallel)
UATHelper: Packaging (Windows (64-bit)): Module.WmfMedia.cpp
UATHelper: Packaging (Windows (64-bit)): C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.15.26726\INCLUDE\vcruntime_new.h(71): error C4577: 'noexcept' used with no exception handling mode specified; termination on exception is not guaranteed. Specify /EHsc
UATHelper: Packaging (Windows (64-bit)): ERROR: UBT ERROR: Failed to produce item: D:\UnrealEngine-PR-FleX-4.19.2\Engine\Plugins\Media\WmfMedia\Binaries\Win64\FlexTest_2-WmfMedia-Win64-Shipping.lib
PackagingResults: Error: UBT ERROR: Failed to produce item: D:\UnrealEngine-PR-FleX-4.19.2\Engine\Plugins\Media\WmfMedia\Binaries\Win64\FlexTest_2-WmfMedia-Win64-Shipping.lib
UATHelper: Packaging (Windows (64-bit)): Total build time: 16.23 seconds (Local executor: 0.00 seconds)
UATHelper: Packaging (Windows (64-bit)): Took 16.4293561s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): ERROR: Command failed (Result:5): D:\UnrealEngine-PR-FleX-4.19.2\Engine\Binaries\DotNET\UnrealBuildTool.exe FlexTest_2 Win64 Shipping -Project="D:\Unreal Projects\FlexTest_2\FlexTest_2\FlexTest_2.uproject" "D:\Unreal Projects\FlexTest_2\FlexTest_2\FlexTest_2.uproject" -NoUBTMakefiles -remoteini="D:\Unreal Projects\F
lexTest_2\FlexTest_2" -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2018.10.25-20.24.48.txt'
UATHelper: Packaging (Windows (64-bit)): (see D:\UnrealEngine-PR-FleX-4.19.2\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)
PackagingResults: Error: Command failed (Result:5): D:\UnrealEngine-PR-FleX-4.19.2\Engine\Binaries\DotNET\UnrealBuildTool.exe FlexTest_2 Win64 Shipping -Project="D:\Unreal Projects\FlexTest_2\FlexTest_2\FlexTest_2.uproject" "D:\Unreal Projects\FlexTest_2\FlexTest_2\FlexTest_2.uproject" -NoUBTMakefiles -remoteini="D:\Unreal Projects\FlexTest_2\FlexTest_2" -
skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2018.10.25-20.24.48.txt'
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error
Just pushed a small but convenient extension for HBAO to the main branch. If HBAO+ is enabled via r.HBAO.Enable, the builtin SSAO is now disabled internally and doesn’t render anymore. So no more problems with SSAO overwriting HBAO, no more manual disabling of SSAO in postprocessing volumes etc. HBAO always takes precendence now.
Let me know if you find anything fishy related to that.
EDIT: And almost forgot: WaveWorks integration is now also part of the 4.20.3 main branch.
It’s really great, and we’re looking forward to the perfect Gameworks 4.20 engine when VXGI comes in!
Hi everyone. Deformation Car.
I was able to do the warp with Flex. Of course there are many problems, but it works.
watch?v=3MjoTW9Idyo1s
watch?v=vu18pV-9QpQ
tutorial:
I know you guys are desperately wanting VXGI in 4.20 just like I do, and I’m doing my best to make it happen. As I said before, the situation right now is pretty complicated, because I can’t afford a recent NVIDIA board that supports VXGI - I’m living solely on welfare and can’t do regular work anymore to support myself because of health reasons -, so right now I’m confined to reading code and trying to understand what goes on there without actually seeing the result it produces myself. As you can imagine, takes much longer and is more error prone, but at least it gives me something useful to do and I can pursue my dream a bit. If someone would a used VXGI capable NVIDIA card, it would help tremendously, but I’d never ask for it and I’m also not expecting that to happen, because - well, that’s how the world goes nowadays you know. So all I can ask for is patience and willingness to go these baby steps with me that I’m able to produce and be my eyes on what they produce. I’m just posting so you guys can understand better what is going on and why.
is beautiful Ivan! That’s exactly the effect I’m looking for in my little prototype game, so thank you very much for sharing your solution with a tutorial. It means a lot, really.
I hope many will find what they were looking for =)
Oh, you had THAT. It’s actually 4.19, not really related to FleX. I put the fix for it on my 4.19-Gameworks but fix isn’t in the FleX PR because it’s unrelated.
Basically you need to do change: https://github//UnrealEngi…3c26e712a9c70d or if you don’t need the media plugin just disable the WMF Media plugin from your project (as it’s the one that throws that error on packaging).
It seems that your situation is not very good. I hope your life will soon get better.
I can only help you test BUG on VXGI. The problems I encountered in the last download are consistent with those in , where setting parameters related to VXGI directly causes engine crashes.
A heartfelt thank you for your wishes. It will not unfortunately, I have to live with it till the end. But I’m still making the best of it, pursuing my childhood dreams were I didn’t have the time before. Everything can change within the blink of an eye. It’s not just a saying, it’s true. So I always tell people to do what they really love now, because you never know how much time you’ve got left.
I’m still investigating that bug and will post again when I’ve pushed a new version with a possible fix for it. Stay tuned.
Hi, Could someone give me link with WORKING hairwork 4.20 ? I download from 2 link and after build i have error when I run editor ;/