NVIDIA GameWorks Integration

Quick question, i hope someone can help me out …
I just build a UE4 VXGI2 branch from Github, everything works just fine, just the size of the Engine folder seems a bit extreme to me, its about 66GB big… Is normal ?

if 4.21 its ok

wow ok, just wondering why the launcher version of UE4.21 is only around 23 GB big.

yes you do merge nvidia in ue4?

I would like to create flex diffuse particles (foam) to create a realistic creek in UE4.
Like in the official NVIDIA demo:

I see there is a called Diffuse Particles:
.nvidia/gameworks/content/gameworkslibrary//flex/manual.html

Is there a way to create diffuse particles, foam in Unreal Engine?
I know created a custom solution two years ago, but is only for UE 4.13.
watch?v=4prOdjlSd-Y
https://forums.unrealengine/community/general-discussion/90342-nvidia-gameworks-merged-branch-by-/page5?118051-NVIDIA-GameWorks-Merged-Branch-by-=&viewfull=1
is not the same quality that we see in the NVIDIA demo, but a good starting point?

I have tried to make fluid simulation offline in Blender, then exported the geometry cache via Alembic to UE. But prouced only the fluid mesh and no whitewater, foam, that produces the realism to the water animation.
Thanks.

is normal. Launchers version doesn’t have the intermediate files you get from the compilation or pdb’s for debugging (altho you can install pdb’s manually on launcher too I think).

hi please merge your branch 4.21 flex and catclysm

cool many thanks for the quick answers!

There’s no 4.21 FleX or 4.21 Cataclysm so answer would be no. Also cataclysm isn’t even meant to be used in games, it’s more of a proof of concept kind of thing, I’ll quote it’s readme directly :

hi , do you have something like ”how to merge gameworks & unreal“ guide?

because im using ubt 18.04 so VXGI is not works for me and shows error during compile. so i want to merge gameworks by myself.

If you kindly show me the way?

Thanks

ok,but what about the ue4 4.21 + volumetric lighting

I actually tried merging volumetric lighting on first tech merges for 4.21 but it resulted in everything flickering in the editor. I could have missed some change though. I’m pretty busy right now on other things but can see if I can try the VL merge again at the end of the year/early next year unless someone else beats me to it.

There’s a rough guide a few pages back.

How many times has the “how to merge” question been asked now? Like 193 so far? :rolleyes: :stuck_out_tongue:

hey,
Another little question from my site, it’s maybe a little bit off topic but i still hope someone can help me out.
Im runing the current UE4.21 VXGI 2.0 build, everything is working just fine. Yesterday i came accros TrueSky, which looks really nice.
Since whole building custom engines thing is abslutely not in my nature, i have kinda absolut no idea how to add TrueSky into my VXGI 2.0 build.

I was going through the documentation of TrueSky but i still have no idea how to merge TrueSky with my UE4 4.21 VXGI 2.0 Build. Anybody that can point me in the right direction ?
Maybe even someone that has the current VXGI 2.0 build runing with TrueSky ? Do i need to build it from 0 agaiin ? Or is there a way to just ad it into my build like a plugin ?

You just need to install the binary version of TrueSky into the official version of the engine, then copy the plug-in folder into the unconstructed version of VXGI, and build with VXGI to get the VXGI version of TRueSky. Of course, you may have to copy the Simul folder to make sure it works properly.

So i take it flex integration for flex into 4.21 isnt going to happen right?

thank you for the information. :slight_smile:

Ahh i have done it for myself too… yeah everything flashing and flickering LIKE crazy… ahh but its good that u have the Problem too. so i dont made an mistake… phew xD

@ I wanted to avoid to post my since it’s kindoff not the place but I tried every option that i had in mind without succes and my is related to your Gameworks 4.21 Git.

I am absolutely unable to finish the download of the setup.bat, one always leading to an operation timeout webexception error, I tried to manualy download the related file in the error with my web browser, did not worked in but it worked perfectly in HTTPS.
So I edited in VS the GitDependencies.exe and its manifest to use HTTPS instead, the same error occur and the setup.bat do not report that the link was in HTTPS but still in .
Firewall and antivirus were also completely turned off during the download, I even did a flush of the DNS, no result.
So I triend the brute force with the --threads=20, it worked for a time, it was downloading very slowly but it was downloaling at least… until I eventualy get a corrupted package error.

I did tried to redo the whole process from the begining (cloning your git, then use setup.bat) several times, never worked either, honestly is a complet mystery for me, not the first time that I compile a custom ue4 GameWorks build, never had with it, but there… I’m clueless.
Especialy since the PC is the same, my interned provider is the same as well, except that I have deleted VS2015 (to keep only VS2017), nothing else have changed since the past build compile I did.

PS: English is not my native language, but I try my best to be understandanle, thanks.

EDIT: Ok sometime I want to slap my own face, after all those days, I tried the dumbest thing I have left, simply doing a reboot of my internet box… and look like it work, download is resuming, i hope it will complet time.