NVIDIA GameWorks Integration

's branch definitely works - at least for me: https://github//UnrealEngi…4.20-HairWorks
If you can’t compile successfully or get errors in editor after startup, it may be related to something else. Post again with additional info if so and you’ll certainly get help.

I build and I have error :

If you could send me your last build logs for a start, I could have a look and help you much better. From the errors you get it doesn’t look like it’s directly related to HairWorks. You’ll find the build logs in \Engine\Programs\UnrealBuildTool\

Hi, in WaveworksTester Project have a problem with Antialias. When switch to Play the Antialias missed and still not work when I stop Play…
Any workaround for ?

@pawel9091 Those error messages make it look like there’s some bigger on your build itself. Make sure you’ve followed all steps properly on build instructions (https://github//UnrealEngine/blob/4.20-HairWorks/README.md). Make sure you run setup before generating the project files and use up-to-date visual studio.

@HaBe2305** I’ve just started to open my world to Git, Nvidia Gameworks and the whole process behind it, i’m not exact on how much easier you’ve made my life with your dedicated hard work but i’m extremely grateful! If you ever need anything (besides the GPU which i wish i could help you with) let me know!**

I remember seeing a node that disables Anitaliasing in one of the Blueprints from the WaveWorks demo, don’t know exactly which one, but you may want to check there first, pretty sure that’s your problem right now.

Actually, that honor belongs to @. My fork is based on his work, and I just added the WaveWorks port yet. Without him, there would be nothing. :slight_smile:

I had just found that out haha, but it still doesn’t change the fact that you’ve been dedicated a lot of work and effort and that is very much appreciated!

Also I’ve personally been working on a pretty ambitious dream project that has been ongoing for +2 years, if you’re interested i’m looking for help with c++ programming and various other aspects of development.

I tried to see, but I did not find anything. If someone can help for … it would be greatly appreciated

It worked!! Thank you so much!

OK! The Logic Blueprint! Very thanks!

I’m having a hard time integrating AudioKinetic’s Wwise into the gameworks engine and i hope someone can help me out.
When launching the engine it gave me an error saying it was missing a specific file (AKaudio) i had followed the instructions for the Wwise manual integration perfectly and couldn’t find anything about it on google.
I’ve now restarted with a clean branch from @HaBe2305 but i require the wwise plugin to open my project, it is a very uncommon problem I assume but I still hope someone is able to help out.

Since 4.21 released now, I pushed now my physics modifications and Nvidia Blast into 4.21.0-release :

Don’t try to build branch with VS2015, I tried that and got one really weird bug on overlap check that would crash the engine. Bug isn’t present when compiling with VS2017 (which is default for 4.21 anyway).

Small status report, I pushed few techs in 4.21-GameWorks now:
(includes 4.21.0-release, Blast, Flow, TXAA and my physics modifications)

I got HBAO+ and Volumetric Lighting both compiled on 4.21 as well but they require some additional changes to display properly so they are not in the public merge branch. Flex will take some additional effort due to the physics changes in 4.21 (had to do bunch of changes for Blast and Flow too) and I didn’t examine HairWorks that much yet but it at least has some namespace that needs to be sorted out.

HBAO+ isn’t all that important now that built-in SSAO works in forward rendering with 4.21 but I’ll see if I can sort the rendering changes out so I can include it , shouldn’t be too big of an.

HairWorks is inferior NeoFur, because it does not support object collisions in Ue4. That is, when the character suddenly lies on the bed, the hair fails and does not get disoriented on the bed.

For games VR HairWorks is not suitable, because I can not brake my hair because there is no interaction with collisions with UE4!
https://drive.google/open?id=1z2…VcVc-wT5ciJTY5

Most of the content of Gameworks has been pushed to 4.21, and it seems that VXGI updates to 4.21 are far away.

“Most” is bit of an exaggeration when all I have properly running at the moment on 4.21 is Blast, Flow and TXAA :slight_smile:

As an amateur at game-making I am interested in having the functionality of FLEX. I saw it in a Youtube video andI have tried to follow the instrux in the following link from 2015: https://forums.unrealengine/development-discussion/engine-source-github/42701-how-to-integrate-nvidia-flex-into-unreal-engine-4.
However, I can’t make it work. I did get a partial result following the instrux in the link. The downloaded file unzips to a set of directories but the projects step fails as does everything after that. I tried to run one of the incomplete projects in 4.19 and got an error stating it was made with an older version of UE. I notice there is no material in the directories anyway.
Do I need to use only older versions of these programs? Is Flex available from a Plugin, or a downloadable project in Marketplace? Are the functions of Flex already integrated into UE4?

Hello everybody,

I’d like to know what tool of Gameworks is “really integrated” in UE4 actually. If i visit page: :I see tools like Cataclysm - sort of abandonned project… What about Flex, flow or Blast ?
I see in thread many forks which port the official nvidia to 4.20 or 4.21…
I think VRWorks is integrated… but what % of …

For me, integrated is that we can use it without recompile a fork of UE4 Editor… such as un plugin.

**Could you please clarify ** ? What is the politic of Epic and Nvidia ?

Many Thanks,
Greg

Gameworks tech will never be “integrated” into unreal like you describe. They will always require a fork and custom engine build