Sorry missed ur questions. The bug of the hair not appearing in packaged build should be fixed in the 4.13p2 branch. Please let me know if this is not the case.
As for static lighting, this is not possible as the whole purpose of HairWorks is dynamic simulation of moving hair.
Hi
I followed the instructions to install the unreal engine 4.12.5 with nvidia techworks branch. The setup.bat runs perfect and finishes downloading the files but when i click on Generate Project Files bat it gives me an error that Visual Studio 2013 isnt installed. i currently have VS 2015 community installed. am i doing something wrong?
This is an indication that ur trying to compile the wrong branch. 4.12.5 does not support VS2013. If u cloned my repo. Make sure to switch the branch to the correct one prior to running setup.bat
Q/ When I click on the above link, I get a 404 error from Github, what’s happening?
A/ The github repository is a private repository, you must be logged into Github and your Github account must be linked to your UE4 account. Please refer to the following link on how to link your Github account to your UE4 account: Unreal Engine on GitHub
Just an update. I have noticed that Nvidia have released all their VrWorks as a UE4 branch as well as VR funhouse (which includes a Flow integration for 4.11). When i am back from holidays. I will merge in the VR works stuff and try to separate out the flow integration (and anything else of interest) from the VR funhouse branch into mine.
Unless of course someone from Nvidia has a separate Flow integration for me to work with. Or its available and i just havent had a chance to see it yet
I get approximately 57 errors whenever I attempt to compile, most of them having to do with flex. I did exactly as you stipulated previously and did not allow setup.bat to overwrite gameworks dependencies.
Error log:
Severity Code Description Project File Line Suppression State
Warning CS0618 'ModuleRules.AddThirdPartyPrivateStaticDependencies(TargetInfo, params string])' is obsolete: 'Use AddEngineThirdPartyPrivateStaticDependencies to add dependencies on ThirdParty modules within the Engine Directory' UnrealBuildTool C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\System\RulesCompiler.cs 528 Active
Warning CS0618 'ModuleRules.AddThirdPartyPrivateStaticDependencies(TargetInfo, params string])' is obsolete: 'Use AddEngineThirdPartyPrivateStaticDependencies to add dependencies on ThirdParty modules within the Engine Directory' UnrealBuildTool C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\System\RulesCompiler.cs 538 Active
Error C2027 use of undefined type 'FPhysScene' UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\RadialForceComponent.cpp 103
Error C2227 left of '->AddRadialForceToFlex' must point to class/struct/union/generic type UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\RadialForceComponent.cpp 103
Error C2027 use of undefined type 'FPhysScene' UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\RadialForceComponent.cpp 216
Error C2227 left of '->AddRadialImpulseToFlex' must point to class/struct/union/generic type UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\RadialForceComponent.cpp 216
Error C2027 use of undefined type 'FPhysScene' UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp 170
Error C2227 left of '->GetPhysXScene' must point to class/struct/union/generic type UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp 170
Error C2227 left of '->lockRead' must point to class/struct/union/generic type UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp 170
Error C2027 use of undefined type 'FPhysScene' UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp 203
Error C2227 left of '->GetOwningWorld' must point to class/struct/union/generic type UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp 203
Error C2227 left of '->OverlapMultiByChannel' must point to class/struct/union/generic type UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp 203
Error C2027 use of undefined type 'FPhysScene' UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp 214
Error C2227 left of '->GetOwningWorld' must point to class/struct/union/generic type UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp 214
Error C2227 left of '->OverlapMultiByChannel' must point to class/struct/union/generic type UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp 214
Error C2027 use of undefined type 'FPhysScene' UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp 579
Error C2227 left of '->GetPhysXScene' must point to class/struct/union/generic type UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp 579
Error C2227 left of '->unlockRead' must point to class/struct/union/generic type UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp 579
Error C2027 use of undefined type 'FPhysScene' UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp 1029
Error C2227 left of '->GetOwningWorld' must point to class/struct/union/generic type UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp 1029
Error C2027 use of undefined type 'FPhysScene' UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp 1033
Error C2227 left of '->GetOwningWorld' must point to class/struct/union/generic type UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp 1033
Error C2027 use of undefined type 'FPhysScene' UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp 1055
Error C2227 left of '->GetOwningWorld' must point to class/struct/union/generic type UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp 1055
Error C2027 use of undefined type 'FPhysScene' UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp 1081
Error C2227 left of '->GetOwningWorld' must point to class/struct/union/generic type UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp 1081
Error C4430 missing type specifier - int assumed. Note: C++ does not support default-int UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 506
Error C2143 syntax error: missing ';' before '*' UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 506
Error C2065 'SoftAsset': undeclared identifier UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 506
Error C2672 'Cast': no matching overloaded function found UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 506
Error C2974 'Cast': invalid template argument for 'T', type expected UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 506
Error C2974 'Cast': invalid template argument for 'To', type expected UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 506
Error C4430 missing type specifier - int assumed. Note: C++ does not support default-int UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 507
Error C2143 syntax error: missing ';' before '*' UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 507
Error C2065 'ClothAsset': undeclared identifier UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 507
Error C2672 'Cast': no matching overloaded function found UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 507
Error C2974 'Cast': invalid template argument for 'T', type expected UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 507
Error C2974 'Cast': invalid template argument for 'To', type expected UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 507
Error C2065 'SoftAsset': undeclared identifier UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 511
Error C2065 'SoftAsset': undeclared identifier UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 522
Error C2227 left of '->WeightsVertexBuffer' must point to class/struct/union/generic type UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 522
Error C2227 left of '->IndicesVertexBuffer' must point to class/struct/union/generic type UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 522
Error C2664 'FFlexGPUVertexFactory::FFlexGPUVertexFactory(const FFlexGPUVertexFactory &)': cannot convert argument 1 from 'const FLocalVertexFactory' to 'const FFlexGPUVertexFactory &' UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 522
Error C4430 missing type specifier - int assumed. Note: C++ does not support default-int UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 588
Error C2143 syntax error: missing ';' before '*' UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 588
Error C2065 'SoftAsset': undeclared identifier UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 588
Error C2672 'Cast': no matching overloaded function found UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 588
Error C2974 'Cast': invalid template argument for 'T', type expected UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 588
Error C2974 'Cast': invalid template argument for 'To', type expected UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 588
Error C2065 'SoftAsset': undeclared identifier UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 594
Error C2227 left of '->IndicesVertexBuffer' must point to class/struct/union/generic type UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 594
Error C2228 left of '.Vertices' must have class/struct/union UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 594
Error C2065 'SoftAsset': undeclared identifier UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 595
Error C2227 left of '->WeightsVertexBuffer' must point to class/struct/union/generic type UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 595
Error C2228 left of '.Vertices' must have class/struct/union UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 595
Error C2065 'SoftAsset': undeclared identifier UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 596
Error C2227 left of '->ShapeCenters' must point to class/struct/union/generic type UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 596
Error Failed to produce item: C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Engine.dll UE4 C:\Users\M and M\Documents\GitHub\UnrealEngine\Engine\Intermediate\ProjectFiles\ERROR 1
Error MSB3075 The command "..\..\Build\BatchFiles\Build.bat UE4Editor Win64 Development -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command. UE4 C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets 41
hi @ fisrt of all a very big thx to u for meging these all.I wanted to know that does it have physx clothing,destruction and turbulence in 4.13 p2 and can u integrate nvidia hfts in the next build
Physx cloth and destruction are part of the core UE4 so yes it does have them. It does not have Turbulence as it has been superseded by Flow, which I will merge soon. If there is an integration for HFTS then yes I will merge, if not then no I cant
Thank you so much for providing this merged branch. I have cloned and compiled the Engine but unfortunately I am unable to compile a Rocket build due to some errors. If you are free, could you please look into it? If you want I can share my bat script I use to compile the Rocket build.
No, without an actual UE4 integration I can’t as I dont have time to write the actual integration myself.
Hi @ryanjon2040. I have never tried to do a rocket build before. So not surprised there are issues. Feel free to contact me via PM with the issues and the batch file and i will take a look on Monday when im back in front of my dev machine
Hi, @,
Hope you had a great holiday! So glad you will be back Monday. I would have a quick merge request to add to your upcoming merge of 4.13 and Funhouse branch, could you, if possible, also merge NVIDIA Gameworks HDR branch at the same time? Since, it’s a Gameworks sub-feature it got posted on a separate fork here: https://github.com/ehartNV/UnrealEngine_HDR/tree/release still, it got a dedicated post on the Gameworks Blog right here: https://developer.nvidia.com/hdr-ue4. If you need access to the NVIDIA HDR SDK used to accomplish this feature, you can get it at the bottom of this page https://developer.nvidia.com/high-dynamic-range-display-development along with blog posts containing all the inner workings of this implementation. I only tested the SDK and it does indeed successfully call the HDR mode of my display. It is very likely, that Epic Games will also come out with there own HDR solution since Sony, Microsoft and AMD are also making a solid push for it but, in the mean time if it is not too complex, it would be great to have this merged into UE4.
Once again thank you so much for all your amazing work
Yeah i believe the HDR branch is already in my list to merge as it was brought to my attention before. But thanks for the links, wont have to look thru my history now.
fixed the issue by moving the folder to c root from downloads i selected development editor win64 unrealbuildtool and in configuration manger i selected everything to build did i did it in the right way and also how do i auto update it if new build comes