Thank you for the repairs. I downloaded and tested them. Now everything seems to be working. VXGI can finally run normally in version 4.21. Thank you for your work.
What is the VXGI compositing mode command ??
Wow still nothing on 4.21
mentioned that he doesnāt think anyone at Nvidia is working on getting FleX to 4.21 atm and I know I have my own port at hold atm as Iām rather busy and it takes just too long to fix it right now on my old CPU. Anyway, you are free to try porting FleX yourself, in fact everyone is. I mentioned my workflow on the previous page, you can try doing it yourself if you want.
But for GameWorks in 4.21 in general, Nvidiaās VXGI2+HBAO branch is and my 4.21-GameWorks merge branch is (Blast, Flow, HairWorks, HBAO+, TXAA, VXGI 2).
I have WIP FleX branch I can push online if someone else wants to fix the remaining conflicts (there are plenty). Reason why I donāt usually put these on github is because it usually helps if you can do everything from beginning yourself (as you then get better idea what happened during the merge to 4.21).
Hello, I have a question about when we can expect the ue4 4.21 Gameworks with blast, flow, hairworks, hbao, txaa, vxgi and Nvidiaās Volumetric Lighting:cool:
why nothing volumetric light ?
what does your WIP FleX actually have?
I download your build 2 times and when I end build, I canāt found UE4 Editor application in Binaties - Win64. Please help
Hey Guys, im trying to merge 3 Gamework branches, there are not much conflicts but everytime when im Opening the Visual Studio File i get // https://puu.sh/CfHlV/f8fb9c5dd5.png ///
Can someone please help me with that?
Thats is how i Done it
Start with the Original VXGI 4.21, than Add Olentos Git as Remote, than cherry pick the Commits he have for the Merge (and solve the conflicts), after that i was running the Setup.bat, and than Generate Project Filesā¦ and than Problemā¦hope someone can help meā¦ would be !
Thanks!
please merge in gameworks 4.21 flex and Cataclysm
and volumetric light and true sky plugin
Hi;
I have been working in a blast build, ue4.18.3, I noticed that in engine toolkit handles fracturing planes well, when using the blast authoring tool that comes with the blast git (the commanline tool), fracturing objects that have planes result in errors. Iām working on the trees at the moment, leaves and branch planes are giving problems with blast.
How does the engine toolkit keep it from giving āco-planarā and other related fracturing errors when fracturing meshes with planes?
Is there a way of altering the blast in engine toolkit so that island generation properly produces bonds?
I would like to use the commandline tool as i know it can be changed to create bonds between island chunks and add world bonds, if the same can be achieved in editor please tell me, I donāt see NvBlastExtAuthoringBondGeneratorImpl.cpp anywhere in the code to change it.
Any help is appreciated, sorry if is not the place to post .
THANKS
Looks like Blast support was just pushed by Epic to the UE4 promoted branch, which I guess would eventually be considered future release 4.22.
treing to install UnrealEngine-VXGI2-4.21 .
folowed these instructions https://www.unrealengine/en-US/ue4-on-github
downloaded engine from github , truing yo tun its setup and getting an error
what should i do to fix it?
Guys I am using WaveWorks right now with 4.20, Itās great.
But I got one questions about it is that:
How can I make the ship waves(splashes and foams) when the ship moves just like in the sample video provided by NV.
Or Do I need Flex as well to make it work?
Thanks guys!
plaese merge in gameworks 4.21 flex and Cataclysm
What i need to run when im adding Files to a Project?, when i want Merge Gameworks , and im just adding 1 NEW File or dll libary i get Problem when i generate project Files, can someone please help me
Thanks
select ue4 and build
Are the test projects blueprint only or blueprint and/0r C++??