Demo for repro sent your way.
oh right⦠i just got problem on WIN10. I just thought it was WIN 10 problem, but looks like it was notā¦
Thanks a lot!
I reproduced the and fixed it in the internal version. The problem was that whenever we prepared for voxelizing anything, we called FXSystem->PreInitViews, which switches the frame index, and the simluation doesnāt work properly because that should only be done once per frame.
To get it fixed before our next release, you can edit the file Engine/Source/Runtime/Renderer/Private/SceneVisibility.cpp and modify piece in PreVisibilityFrameSetup function:
if (Scene->FXSystem)
{
Scene->FXSystem->PreInitViews();
}
Replace the condition with :
if (Scene->FXSystem && !Views[0].bIsVxgiVoxelization)
Thank you for the quick support!
Are there still efforts to update the release of Hairworks? Having more than a single directional light would be wonderful for cinematic work.
With the current Flex branch, I can recreate the cereal blowl scene and itās . I would need however the smoke simulation and the shader. Amazing stuff unified type of interaction that Flex offers.
Hi!
Please check attached image with HairWorks behaviour in VR Preview mode:
Hairs shifted left in left eye, right - in right eyeā¦
Also hair quality in right eye is very basic.
Can you advice a best place to check for possible fix?
UE 4.8.0
Thank you!
X2!
are you on WIN10?
[/QUOTE]
Problem solved with link https://answers.unrealengine/questions/56387/ue4-cant-find-visual-studio-2013-professional.html
If anyone have a problem with cmd canāt find visual studio Itās .
Could anyone please try and reproduce the bug where Flex Fluid Water disappears when you have a scenecapture2D in you level, with the newest Flex build.
To repro:
Open the Flex Fluid Map (the one that comes with flex from the NVIDIA branch)
Add Scencapture 2d
Create a rendertarget and plug it in to your Scencapture2D
Create a material from the rendertarget
Add material to a surface in the level
For fun, in the level blueprint add to different keypresses, one that activates the scenecapture2d and one that deactivates it.
You will see that the Flex fluid water is not rendered in the level, but only the rendertarget until you deactivate the scenecapture2d.
I am facing packaging problem on HairWorksā¦its so frustrating cant get solvedā¦so i have posted an on github branchā¦plzz help!!
Oculus VXGI 4.8.2
Oculus VXGI 4.8.2?
Seems like its the old version of drivers that still is inbuildt in version.
Oculus works in 4.8.3 but not in Nvidias 4.8.2 VXGI Version
Anyway to fix ?
Need help ASAP - Thanks in forhand
/M
Hi,
during the last days we tried to create a Unreal Engine 4.8 build with the Gameworks integration for first testing purposes. But our coder has huge problems with it because we do not have so much experience with topic. At the moment we are not able to create a working build. Too many errors and so onā¦Is a good tutorial available which explains step by step what we have to do? Exists a downloadable Unreal Engine 4.8 Build with the Gameworks integration somewhere?
Best regards,
I just did some testing of the VXGI branch (internal version with 4.8.3) with Oculus DK2 (win7, runtime 0.6.0.1), and it seems to work well, except for specular tracing which Iāll try to fix.
It doesnāt look like Epic changed anything related to Oculus in 4.8.3 compared to 4.8.2, and neither did we. So⦠what do you observe, how doesnāt it work?
Maybe change will help? https://github/Oculus-VR/UnrealEngine/commit/cb729b8ed9508519e43787a23818f3a602959ba7
Can you create a build of Unreal Engine without Gameworks, just the regular version from EpicGames github?
Which Gameworks branch were you trying to build and what errors appear?
Fixed the specular tracing bug in the internal version. No temporary workaround other than to disable specular tracing (which is too slow to use with VR in most cases anyway).
Hi good morning, i am new to unreal and I got thoroughly with Hairworks, I work the hair on the Unreal engine but would like to know how to put collisions hair and physical when the model walks hair move realistically. Thank you very much greetings
Collisions are specified in 3dsmax/maya and exported along with the hair. For making the hair move realistically, are you referring to skinned meshes? Or just the parameters to use for realistic hair? If for skinned meshes, again is done in 3dsmax/maya, you model the hair onto a skinned mesh and export, and it will retain the skinned settings.
Do collisions are parameters Shave Maya or curves you generate with Hairworks in maya? The realistic movement mean that if the character walks hair move realistically, if for example the character falls, her hair would rise up