NVIDIA GameWorks Integration

That’s not entirely true. Blast is basically already a plugin, similar to how Apex Destruction is an integrated plugin.
Blast will most likely start shipping with UE4 by default sometime soon.

Flex is also not far from being a plugin.

Technically many GameWorks techs are integrated as plugins but ALL of them currently require some engine side changes in addition. So at the moment it’s not possible to just pick any of these plugins and compile them with stock UE4.

Hi guys,

After building version of the engine and trying to distribute the built package out to team-mates, i’m unfortunately getting error:

Assertion failed: VXGIDLLHandle [File:B:\Unreal_Engine\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformMisc.cpp] [Line: 2646]

UE4Editor_Core!FDebug::AssertFailed() [b:\unreal_engine\engine\source\runtime\core\private\misc\assertionmacros.cpp:419] UE4Editor_Core!FWindowsPlatformMisc::LoadVxgiModule() [b:\unreal_engine\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:2647] UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::LoadPreInitModules() [b:\unreal_engine\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:38] UE4Editor!FEngineLoop::LoadPreInitModules() [b:\unreal_engine\engine\source\runtime\launch\private\launchengineloop.cpp:2419] UE4Editor!FEngineLoop::PreInit() [b:\unreal_engine\engine\source\runtime\launch\private\launchengineloop.cpp:1499] UE4Editor!GuardedMain() [b:\unreal_engine\engine\source\runtime\launch\private\launch.cpp:127] UE4Editor!GuardedMainWrapper() [b:\unreal_engine\engine\source\runtime\launch\private\windows\launchwindows.cpp:144] UE4Editor!WinMain() [b:\unreal_engine\engine\source\runtime\launch\private\windows\launchwindows.cpp:223] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253] ntdll

I’m using Jenkins to build on a server for ease of distribution using command:

“B:\Unreal_Engine\Engine\Binaries\DotNET\AutomationTool.exe” BuildGraph -target=“Make Installed Build Win64” -script=B:\Unreal_Engine\Engine/Build/InstalledEngineBuild.xml -set:HostPlatformOnly=true -set:WithDDC=false -set:SignExecutables=false

I noticed that some people were having a similar in earlier engine versions and i was wondering if anyone has a definitive fix for ?

+1 for Hairworks in 4.21 please!
Can you also magically make it work with forward rendering? Not being able to export alpha passes is driving me nuts…

Hello!

  1. Can I compile through Visual Studio Code?
  2. , help with errors (https://github//UnrealEngine/tree/4.20-FleX). Files attached.
    Visual Studio Enterprise 2017. Version 15.3.2. More on the link:
    .google/open?id=1auC…yA6w_h_WD22j4k
    Text compile:
    1>------ Build started: project: DotNETUtilities, Configuration: Development Any CPU ------
    1> DotNETUtilities -> E:\UnrealEngine-4.20-FleX\Engine\Binaries\DotNET\DotNETUtilities.dll
    2>------ Build started: project: UnrealBuildTool, Configuration: Development Any CPU ------
    2> UnrealBuildTool -> E:\UnrealEngine-4.20-FleX\Engine\Binaries\DotNET\UnrealBuildTool.exe
    3>------ Build started: project: ShaderCompileWorker, Configuration: Development_Program x64 ------
    3>Creating makefile for ShaderCompileWorker (no existing makefile)
    3>Performing full C++ include scan (no include cache file)
    3>using Visual Studio 2017 14.11.25503 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.11.25503) and Windows 10.0.15063.0 SDK (C:\Program Files (x86)\Windows Kits\10).
    3>Building UnrealHeaderTool…
    3>Creating makefile for UnrealHeaderTool (no existing makefile)
    3>Performing full C++ include scan (no include cache file)
    3>using Visual Studio 2017 14.11.25503 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.11.25503) and Windows 10.0.15063.0 SDK (C:\Program Files (x86)\Windows Kits\10).
    3>Distributing 40 actions to XGE
    3>EXEC : Fatal error: Failed to open/create session data
    3>Failed to open/create session data: STATUS_ACCESS_DENIED
    3>ERROR: UBT error : Failed to produce item: E:\UnrealEngine-4.20-FleX\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\Core\UnrealHeaderTool-Core.lib
    3> (see …\Programs\UnrealBuildTool\Log_UHT.txt for full exception trace)
    3>Total build time: 13.24 seconds (XGE executor: 0.00 seconds)
    3>EXEC : error : UnrealHeaderTool failed for target ‘ShaderCompileWorker’ (platform: Win64, module info: E:\UnrealEngine-4.20-FleX\Engine\Intermediate\Build\Win64\ShaderCompileWorker\Development\ShaderCompileWorker.uhtmanifest, exit code: OtherCompilationError (5)).
    3>C:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets (44.5): error MSB3075: command…..\Build\BatchFiles\Build.bat ShaderCompileWorker Win64 Development-WaitMutex-FromMsBuild" has finished working with code 5. Make sure you have sufficient privileges to run command.
    3>Build the ShaderCompileWorker project.vcxproj " failed.
    4>------ Build started: project: UE4, Configuration: Development_Editor x64 ------
    4>Performing full C++ include scan (building a new target)
    4>Creating makefile for UE4Editor (no existing makefile)
    4>using Visual Studio 2017 14.11.25503 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.11.25503) and Windows 10.0.15063.0 SDK (C:\Program Files (x86)\Windows Kits\10).
    4>Building UnrealHeaderTool…
    4>Distributing 40 actions to XGE
    4>EXEC : Fatal error: Failed to open/create session data
    4>Failed to open/create session data: STATUS_ACCESS_DENIED
    4>ERROR: UBT error : Failed to produce item: E:\UnrealEngine-4.20-FleX\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\Core\UnrealHeaderTool-Core.lib
    4> (see …\Programs\UnrealBuildTool\Log_UHT.txt for full exception trace)
    4>Total build time: 0.66 seconds (XGE executor: 0.00 seconds)
    4>EXEC : error : UnrealHeaderTool failed for target ‘UE4Editor’ (platform: Win64, module info: E:\UnrealEngine-4.20-FleX\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor ahhh!uhtmanifest, exit code: OtherCompilationError (5)).
    4>C:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets (44.5): error MSB3075: command…..\Build\BatchFiles\Build.bat UE4Editor Win64 Development-WaitMutex-FromMsBuild" has finished working with code 5. Make sure you have sufficient privileges to run command.
    4 > Build the project " UE4.vcxproj " failed.
    ========== Build: succeeded: 2, failed: 2, unchanged: 0, skipped: 0 ==========

Hi, my unreal engine videos flickers when i render. Im using Vxgi. is how its looking ://prntscr/lltkwb

Does anyone know how to get the active particle count of a container in blueprint? I’m trying to make a C++ function that will do but can’t quite work it out :confused:

Good morning everyone. First off, thank you to @ and everyone else contributing to the Unreal Gameworks integrations.

I’ve got a VR project that is fully gameworks integrated. 4.19.2 with 's branch I believe. It complies well and runs well when particle count is managed properly.

I am running into a small problem however where at times randomly my render thread crashes. I read in the Flex docs that Flex is not render safe.

To make it work with VR, I am running no more than 3000 particles, with reduced substepping and at half res.

I was wondering if there were any other best practices to help mitigate render thread issues.

Thank you for your time.

What “some engine side changes” do you mean?
I need to give a push to my programmers.))

It seems that the Gameworks version is somewhat backward. We haven’t even seen the full 4.20 version of Gameworks yet. Don’t we know that when RTX is released, Gameworks will integrate some functions into RTX?

New UE4.21 branch with VXGI 2.0: /tree/VXGI2-4.21

Same build of VXGI as was used in the 4.19 branch (2.0.1), no new integration features except for engine’s Rect Light support for indirect lighting.

Same build of VXGI as was used in the 4.19 branch (2.0.1), no new integration features except for engine’s Rect Light support for indirect lighting.
[/QUOTE]

hi
how to add in hairworks your branch

Wow, that’s a big surprise. We’re just talking about whether there won’t be any VXGI updates in the near future, but soon you released version 4.21 of VXGI. That’s great!

So, it seems that the full version of Gameworks 4.21, which includes VXGI, will be coming soon? We are looking forward to the arrival of Gameworks 4.20 engine with VXGI 2.0!!

Thank you for your efforts so that we can continue to use the latest engine version of Gameworks!!

Ah, nice. Thanks for the update!
I’m kinda curious though, is VXGI still being developed, or is all focus on RTX now?

RTX is a higher priority tech currently.

Flex for ue4.21, look forward to, do not know if there are plans for integration

FleX is tedious to port atm as like mentioned before it requires a lot of manual work due to the underlying UE 4.21 physics interface changes. I’m currently testing a new 4.21-GameWorks build, will post details once I’ve verified it works (FleX isn’t included, sorry).

I’m still waiting RTX.

Understandable, considering the push for it otherwise. (And the need to make RTX investment for devs and users a tempting proposition.)
Are there going to be RTX or Turing based gameworks packages in the upcoming 2019-ish future?

I know Variable Rate Shading would give me a big incentive to pick up an RTX card for VR development. And would probably be a great reason to update the VRworks branch.

Just pushed out update for merged 4.21 GameWorks:

repo contains following GameWorks techs:

  • Blast 1.1.4
  • Flow 1.0.1
  • HairWorks 1.4
  • HBAO+ 4
  • TXAA 3
  • VXGI 2.0.1

I’ve tested most of the techs to work fine on sample projects using both editor and packaged development builds so things should be in order but do report if you have issues with it.