NVIDIA GameWorks Merged Branch by

hi! he didn’t complie with VS2015 ? GenerateProjectFiles.bat say me that i 've no VS installed :slight_smile:

did you have installed Vs2015 in the same Hard Disk of window?

yes, vs install in the same win10 hdd.

ntsc666
install vs2015 with common file and c++

After checking out the latest 4.12.5 branch, I met many compile errors in FlexContainerInstance.cpp and FlexRender.cpp as follows

5>D:\GitHub\UnrealEngineGalaxyMan\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp(170): error C2027: use of undefined type ‘FPhysScene’
5> d:\github\unrealenginegalaxyman\engine\source\runtime\engine\private\physicsengine\PhysXSupport.h(444): note: see declaration of ‘FPhysScene’
5>D:\GitHub\UnrealEngineGalaxyMan\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp(170): error C2227: left of ‘->GetPhysXScene’ must point to class/struct/union/generic type
5>D:\GitHub\UnrealEngineGalaxyMan\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp(170): error C2227: left of ‘->lockRead’ must point to class/struct/union/generic type
5>D:\GitHub\UnrealEngineGalaxyMan\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp(203): error C2027: use of undefined type ‘FPhysScene’
5> d:\github\unrealenginegalaxyman\engine\source\runtime\engine\private\physicsengine\PhysXSupport.h(444): note: see declaration of ‘FPhysScene’
5>D:\GitHub\UnrealEngineGalaxyMan\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp(203): error C2227: left of ‘->GetOwningWorld’ must point to class/struct/union/generic type
5>D:\GitHub\UnrealEngineGalaxyMan\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp(203): error C2227: left of ‘->OverlapMultiByChannel’ must point to class/struct/union/generic type
5>D:\GitHub\UnrealEngineGalaxyMan\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp(214): error C2027: use of undefined type ‘FPhysScene’
5> d:\github\unrealenginegalaxyman\engine\source\runtime\engine\private\physicsengine\PhysXSupport.h(444): note: see declaration of ‘FPhysScene’
5>D:\GitHub\UnrealEngineGalaxyMan\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp(214): error C2227: left of ‘->GetOwningWorld’ must point to class/struct/union/generic type
5>D:\GitHub\UnrealEngineGalaxyMan\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp(214): error C2227: left of ‘->OverlapMultiByChannel’ must point to class/struct/union/generic type
5>D:\GitHub\UnrealEngineGalaxyMan\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp(579): error C2027: use of undefined type ‘FPhysScene’
5> d:\github\unrealenginegalaxyman\engine\source\runtime\engine\private\physicsengine\PhysXSupport.h(444): note: see declaration of ‘FPhysScene’
5>D:\GitHub\UnrealEngineGalaxyMan\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp(506): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
5>D:\GitHub\UnrealEngineGalaxyMan\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp(506): error C2143: syntax error: missing ‘;’ before ‘*’
5>D:\GitHub\UnrealEngineGalaxyMan\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp(506): error C2065: ‘SoftAsset’: undeclared identifier
5>D:\GitHub\UnrealEngineGalaxyMan\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp(506): error C2672: ‘Cast’: no matching overloaded function found
5>D:\GitHub\UnrealEngineGalaxyMan\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp(506): error C2974: ‘Cast’: invalid template argument for ‘T’, type expected
5> D:\GitHub\UnrealEngineGalaxyMan\Engine\Source\Runtime\CoreUObject\Public\UObject\Linker.h(2298): note: see declaration of ‘Cast’
5>D:\GitHub\UnrealEngineGalaxyMan\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp(506): error C2974: ‘Cast’: invalid template argument for ‘To’, type expected

Please, can anybody help me out?

Hi, any plans on porting these over 4.14?

thanks

Based on some experience I had with a GameWorks integration [classified], I think things like VXGI may be a pretty hard fit into 4.14 for anyone not mega-familiar with the rendering pipeline and the changes made.

Giving this a go since I couldn’t integrate Nvidia into my own scratch source. Fingers crossed all goes well.

Also, how would I go about adding Substance Plugin to this? Just install to the plugin directory and re-build?

Okay, so I built everything and the Editor opens. I configure my scene slightly and I go to build the scene in the editor and I get this message.

“Lighting build failed. Swarm failed to kick off,” also I am using the 4.12.5. version.

You may need to just build lightmass manually.

Hi, . I’ve got impression your work. I hope to know update about Hairworks plugins for 4.14. Is it possible build hairworks for 4.13 to 4.14? I need hairworks for 4.14 desperately. Please help me.

So, @ merged build is for 4.13 P2, and I assume P2 =! 4.13 stock (launcher) version ? The thing is I’m planning to use FLEX with VR, and 4.13 and even better 4.14 have lots of improvements for VR rendering etc. Would appreciate any tiny bit of info if you’re planning to merge the builds anytime soon @ ? :3

Thanks so much for sharing these builds. I wasn’t having any luck building the Flex branch myself, and having everything else in packed in as well is just plain awesome. The 4.13 branch builds fine for me, but breaks twice on debug. No problems with 4.12, bar lockups with the Flex fluid effects, but that might be driver related. Does anyone know if there is a stable nVidia driver set for Flex and GTX1060/70/80s?

I’m keen to try flex fluid and cataclysm with landscapes. So far cataclysm crashes if I try to bring in a landscape, and Flex worked for a while with a landscape before crashing, but it wasn’t really interacting with it. I presume I’m asking for trouble trying to do this, but it would be really good for real world flooding simulations. I’m testing on dual xeon system with 196GB RAM and two GTX1060s (one dedicated to physx), so I’m keen to see what we can do with flex on workstation hardware.

I planned to create a destructible steel wall in unreal using flex. The goal was to be able to shoot the wall with a cannon and then see the wall deform, with several shots at the same point it should open a hole. I thought it would be easy to create the wall and convert it into cloth with tearing. The problem is that no mather what I do, the cloth never gets stiff like metal. And cloth is the only one with tearing. Anyone have any idea what I could do?

Hı, I’m using first time this branch and I have a problem while integrating/merging on Visual Studio 2015. I downloaded this branch on Github Desktop App. I runned Setup.bat and Commander started automatically to downloading 3.5GB data. When It’s finished, It didn’t ask any question or didn’t give any problem. Then, I runned GenerateProjectFiles.bat and It’s created quickly UE4.sln. Then, I runned UE4.sln and I waited to be writen “Ready” on left-downside screen. When It sayed “Ready”, I checked to options on upside screen. Then, I right-clicked to “Solution ‘UE4’” and I clicked to “Build Solution”. Then I waited 2 hours because My PC is very lowless than yours. Visual Studio 2015 gave me problems. Where did I make fail?
This is my Error:
Severity Code Description Project File Line Suppression State
Warning C4996 ‘StaticConstructObject’: StaticConstructObject is deprecated, please use NewObject instead. For internal CoreUObject module usage, please use StaticConstructObject_Internal. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. UE4 C:\Users\furka\Documents\GitHub\UnrealEngine\Engine\Source\Editor\UnrealEd\Private\Factories\EditorFactories.cpp 7809
Warning CS0618 ‘ModuleRules.AddThirdPartyPrivateStaticDependencies(TargetInfo, params string])’ is obsolete: ‘Use AddEngineThirdPartyPrivateStaticDependencies to add dependencies on ThirdParty modules within the Engine Directory’ UnrealBuildTool C:\Users\furka\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\furka\Documents\GitHub\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\System\RulesCompiler.cs 538 Active
Warning MSB8005 The property ‘NMakeReBuildCommandLine’ doesn’t exist. Skipping… UnrealLaunchDaemon C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets 45
Error C2027 use of undefined type ‘FPhysScene’ UE4 C:\Users\furka\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\furka\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\RadialForceComponent.cpp 103
Error C2027 use of undefined type ‘FPhysScene’ UE4 C:\Users\furka\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\furka\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\RadialForceComponent.cpp 216
Error C2027 use of undefined type ‘FPhysScene’ UE4 C:\Users\furka\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\furka\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\furka\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp 170
Error C2027 use of undefined type ‘FPhysScene’ UE4 C:\Users\furka\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\furka\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\furka\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp 203
Error C2027 use of undefined type ‘FPhysScene’ UE4 C:\Users\furka\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\furka\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\furka\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp 214
Error C2027 use of undefined type ‘FPhysScene’ UE4 C:\Users\furka\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\furka\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\furka\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp 579
Error C2027 use of undefined type ‘FPhysScene’ UE4 C:\Users\furka\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\furka\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp 1029
Error C2027 use of undefined type ‘FPhysScene’ UE4 C:\Users\furka\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\furka\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp 1033
Error C2027 use of undefined type ‘FPhysScene’ UE4 C:\Users\furka\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\furka\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexContainerInstance.cpp 1055
Error C2027 use of undefined type ‘FPhysScene’ UE4 C:\Users\furka\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\furka\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\furka\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 506
Error C2143 syntax error: missing ‘;’ before ‘’ UE4 C:\Users\furka\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 506
Error C2065 ‘SoftAsset’: undeclared identifier UE4 C:\Users\furka\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 506
Error C2672 ‘Cast’: no matching overloaded function found UE4 C:\Users\furka\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\furka\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\furka\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\furka\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 507
Error C2143 syntax error: missing ‘;’ before '
’ UE4 C:\Users\furka\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 507
Error C2065 ‘ClothAsset’: undeclared identifier UE4 C:\Users\furka\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 507
Error C2672 ‘Cast’: no matching overloaded function found UE4 C:\Users\furka\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\furka\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\furka\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 507
Error C2065 ‘SoftAsset’: undeclared identifier UE4 C:\Users\furka\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 511
Error C2065 ‘SoftAsset’: undeclared identifier UE4 C:\Users\furka\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\furka\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\furka\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\furka\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\furka\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 588
Error C2143 syntax error: missing ‘;’ before ‘*’ UE4 C:\Users\furka\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 588
Error C2065 ‘SoftAsset’: undeclared identifier UE4 C:\Users\furka\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 588
Error C2672 ‘Cast’: no matching overloaded function found UE4 C:\Users\furka\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\furka\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\furka\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 588
Error C2065 ‘SoftAsset’: undeclared identifier UE4 C:\Users\furka\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\furka\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\furka\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 594
Error C2065 ‘SoftAsset’: undeclared identifier UE4 C:\Users\furka\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\furka\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\furka\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 595
Error C2065 ‘SoftAsset’: undeclared identifier UE4 C:\Users\furka\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\furka\Documents\GitHub\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 596
Error Failed to produce item: C:\Users\furka\Documents\GitHub\UnrealEngine\Engine\Binaries\Win64\UE4Editor-Engine.dll UE4 C:\Users\furka\Documents\GitHub\UnrealEngine\Engine\Intermediate\ProjectFiles\ERROR 1
Error MSB3073 The command “…\Build\BatchFiles\Rebuild.bat UE4Editor Win64 Development -waitmutex” exited with code -1. UE4 C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets 46

Incredible good job you’ve done. I’ve tried two other branches from official Nvidia site https://github.com/NvPhysX/UnrealEngine/branches but all can’t be compiled without errors. I’ve got Windows 7 Professional running and use now Visual Studio Community 2015 without any update package. Now I’m going to test some features :cool:

@ Your merged builds are incredibly valuable. How hard would it be to bring Hairwork Flex and Turbulnce to the VXGI 4.14.3 build? Any tip if i wanna merge it myself?

Cheers

Hhmm how does one use the Cataclysm demo?

Allright, i’ve spent most the afternoon on this and won’t stop until it works: i’m merging VXGI and Flex on UE 4.14.3 .

Merely started Unreal Engine 3 weeks ago, first dive into the code, struggled quite a bit at first :stuck_out_tongue:

Not sure we can port Turbulence to a build running Physx 3.4, there’s some particles library that were dropped and are no longer supported by PhysX

Is this thread dead…haven’t heard much from in about 3 months ?