# Use Physx-Engine in Game-Project

**URL:** <https://forums.unrealengine.com/t/use-physx-engine-in-game-project/43350>\
**Category:** C++\
**Tags:** unreal-engine\
**Created:** [September 30, 2015, 6:54pm UTC](https://forums.unrealengine.com/t/use-physx-engine-in-game-project/43350 "2015-09-30T18:54:40Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![MykonCodes](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MykonCodes](https://forums.unrealengine.com/u/MykonCodes)\
**Post date:** [September 30, 2015, 6:54pm UTC](https://forums.unrealengine.com/t/use-physx-engine-in-game-project/43350/1 "2015-09-30T18:54:40Z")

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Hey everybody,

I am trying to figure out how to implement a N-Wheeled Vehicle Movement Component. Therefore I would need to customize the existing WheeledVehicleMovementComponent class, but I can’t access the needed headerfiles from game-projects (like Physx Engine), since they are under Engine/Source/Private.

I tried to add the classes in the Engine-Source code, but there I don’t know how to compile it, since I installed UE4 via the Epic Games Launcher. When I hit compile it always says “target up to date”. New Build does the same thing.  
But I really would prefer to be able to code inside my game-project. Is there any way to get access to the Phsyx-Headers? The problem is that these headers also include “EnginePrivat.h”, like game projects include “TitleOfGame.h” as the first include.

I really need to get this done. If it is not possible in game-projects, I could also live with doing it in the engine-source, if you could explain to me how to get it running. It always tells me that either the generated.h files are missing or that the file contains inconsistent DLL-Bindings (freely translated from german debugger output). Also a strange thing is that the generated.h from the original WheeledVehicleMovementComponent class also can’t be found when I try to open it, but that seems to be okay for the compiler

Thanks for your help!

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**Author:** ![anonymous\_user\_41845f4a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_41845f4a](https://forums.unrealengine.com/u/anonymous_user_41845f4a)\
**Post date:** [September 30, 2015, 9:22pm UTC](https://forums.unrealengine.com/t/use-physx-engine-in-game-project/43350/2 "2015-09-30T21:22:43Z")

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Hello ,

To access PhysX related code, you’ll need to include the modules in your project. Open your build.cs file for your project and locate this line:

```auto

PublicDependencyModuleNames.AddRange(new string] { "Core", "CoreUObject", "Engine", "InputCore" });

```

This lists the modules that you’re including. After “InputCore”, add “PhysX” and “APEX” to include these modules. This should do what you’re attempting to accomplish.

Hope this helps!

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**Author:** ![MykonCodes](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MykonCodes](https://forums.unrealengine.com/u/MykonCodes)\
**Post date:** [September 30, 2015, 9:40pm UTC](https://forums.unrealengine.com/t/use-physx-engine-in-game-project/43350/3 "2015-09-30T21:40:21Z")

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Thanks for your answer! I will test that out and give you response if that helped me tomorrow 🙂

Greetings,

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**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [October 1, 2015, 5:45am UTC](https://forums.unrealengine.com/t/use-physx-engine-in-game-project/43350/4 "2015-10-01T05:45:46Z")

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Rama’s PhysX Wiki

**PhysX Code For Your Game Project!**

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

🙂

Rama
