Doesn’t seem right that Nvidia seem to have forgotten about Gameworks I couldn’t care less about ray tracing tbh… hopefully they will get back to soon!!
Any news about waveworks 2.0 merge to UE4?
I don’t think the are going to get back to . First of all, the told they’re going to get back to several times in forums about 3-5 years ago. Secondary, as far as I get they think that all Gameworks stuff is not necessarily has to be userfriendly and being updated all the time. It seems to me, Gameworks is for advanced programmers who could take the product at any stage and easily change it for their needs. So, as long as we’re not part of those we have to struggle or eventually refuse all their products as I did long time ago.
Hmm yeah… I know what you mean…but hopefully you’re wrong haha. There must be many UE4 devs using gameworks that are a bit stuck now… I mean if you are a AAA studio using Hairworks I’m sure you can get it working in any engine you want but I can’t imagine there’s that many devs able to use it now, unless they stick with older engine versions.
if Nvidia and epic both do not update the hairworks plugins. is there any solution for dynamic hair simulation?
in most CGI project which uses UE4 for rendering, the ‘plane hair’ is not good enough to the others.
about the 4.22 rendering backend change. I tried to merge the old hairworks branch for 4.22, but it does not work. And I do not know there is or not some guide for .
Nvidia released their Isaac SDK integration for UE 4.20 : https://github/NvPhysX/UnrealEng…e/IsaacSim_1.2
It’s more focused about robotics, more info : https://developer.nvidia/isaac-sdk
What is interesting about fork though is that it does come with 4 integration for UE4, including option to use the new TGS solver and also with Robot Builder plugin which implements articulations.
The huge bummer on all is that the Isaac SDK itself contains super restrictive license that prevent you from doing any benchmarking or competitive analysis related to the SDK without Nvidia’s permission and simply doesn’t allow you to use the SDK at all if there’s no Nvidia GPU on the system.
Since the restriction apply to Isaac SDK, limits out the robotbuilder plugin too as it also uses isaac libraries in addition to implementing articulations. is major letdown for all people who wanted to see articulations in UE4 as otherwise that part of the plugin could have been ported to be used even on stock UE4 without custom engine build. The PhysX4 integration itself is portable to custom ue4 branches without the Isaac SDK so I think that could be reused. 4 part of the Isaac repo is just modified ue4 code which goes under UE4 eula and 4 is under BSD license so that should be a nonissue licensing wise.
The roadmap on trello has been updated with info showing that Niagara and Chaos integration is done for UE 4.23 although as per previous announcement we know it still is beta stage until 4.24 later on:
Any plans to include Flex in soon?
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11-29-2018, 03:38 PM
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.
Last edited by ; 03-11-2019, 10:09 AM.
https://github//UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
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I packaged the waveworks tester too and encountered the same problem. Did you find and solution?
It was solved in 4.19.
Has anyone got a build of AudioWorks in a later version of the engine? The Github repo is ancient and is built for 4.15.
I have next to no experience with Visual Studio but I had a quick look at the project and it seems that only 2-3 base classes have been changed and the rest is third party dependencies. Surely makes it a lot less difficult to update to a newer version like 4.21? If that’s the case, are there any guides on merging/updating that I can follow?
I never included AudioWorks on my merges mainly because it only runs on Nvidia +, AMD users can’t use it. I wouldn’t expect updating it to be difficult as long as the old audio system and it’s audio framework structure isn’t changed radically in UE4.
Are there any steps I can follow to do the merge myself? It’s not something I’ve ever done.
Thanks for the help! Unfortunately that seems to be above my capabilities right now, hopefully I’ll get the opportunity to pass your advice onto someone more capable in my workplace.
Is it possible to activate or spawn Flex shape emitters in game? I tried, but the editor crashes with an error message:
[2019.05.03-08.55.38:084][770]LogWindows: Error: === Critical error: ===
[2019.05.03-08.55.38:084][770]LogWindows: Error:
[2019.05.03-08.55.38:084][770]LogWindows: Error: Assertion failed: Container->IsMapped() [File:C:\git\UnrealEngine\Engine\Plugins\GameWorks\Flex\Source\Flex\Private\FlexParticleEmitterInstance.cpp] [Line: 82]
When looking at that line in the source code, it looks like is the expected behaviour.
What I want to do is have a shape emitter being ready, and when an event happens it spawns the particles. I then want to be able to invoke the same spawning again multiple times.
Funny thing is that it works if I do it in the editor by having the checkbox “Auto Activate” unchecked when the game starts, then pause the game and check it. works exactly the way I want, but I can’t get it to work from a blueprint script.
Hey @ thank you very much for maintaining your repos of Gameworks features!
We recently updated to 4.21 and merged your HBAO+ version for 4.21 into our engine as well. Unfortunately since then we have the problem that the AO seems to be leaking from the main viewport into all other editor viewports, which is very visible in other editor preview screens. I am not sure why would happen at the moment, but I suspect the change for forward-rendering might be the culprit. Probably only one RenderTarget is used for all Viewports, but I don’t find the so far. Any idea how we can solve ?
Btw also happens with any of the Sample projects in your HBAO+VXGI+TXAA branch. Just enable HBAO+ and open two screens. The AO from the main viewport should leak into the other viewports.
I would appreciate any help
Well… that’s not good
I dont have 4.21 GW built atm but you could try reverting commit from 4.21-Gameworks using git:
after that HBAO+ renders directly on top of color instead of AO RT. Downside is that commit was used to have AO have lesser effect in direct light so that will not happen anymore (you’ll see the AO effect on sunlight then unlike with unreals own AO) + HBAO+ will not work on forward shading enabled anymore.
If it’s still leaking after reverting that commit, then it’s on Nvidia’s VXGI branch itself.
anyone having issues with +WaveWorks download? I get a Failed – Network Error
happens around 700 mbps