Does anybody know how to integrate APEX/NVIDIA Turbulence into UE4?

I have been looking for as much information as i can regarding Apex/NVIDIA Turbulence but can not find much at all.

As you can see UE4 is on the NVIDIA Turbulence page but there are no other references to it anywhere else, not even in the tutorials. This question has already been asked here: [link text][2]

However the vector field particle system is not quite the same because its not interactive. My question is are there any plans to implement this technology into the engine in the future and if not does anybody know how to integrate it into the engine. I have already obtained the APEX SDK and the Physx SDK but have no idea what to do with them. Thank you.

Are there any staff members able to comment on this?

Have you seen these tutorials for UE3? - APEX Turbulence Tutorials | NVIDIA Developer

An Nvidia Apex actor is added to the scene with the turbulence modules. Maybe the SDK can be merged with the UE4 source?

Hi zakman186 -

Many of the features of Turbulence are available directly in UE4’s Cascade including the ability to import vector fields generated in Maya. And UE4 will allow you to import most Apex assets. As far as their generation, you would need to ask on the Nvidia site for the specific toolkit.

Thank You

Eric Ketchum

Thank you for your reply Eric. I am thoroughly impressed with cascades features. A Vector Field particle system is nothing short of breath taking to watch. The only thing I was hoping to resolve was the static nature of the particles. Their movement is governed only by the imported field. They will not react to an object passing through the field. As far as i know cascade does not have this functionality which is why i was looking into APEX Turbulence. Is there anyway to make the vector field interactive with only the engine?

To anyone still looking for this information, there is a thread on the unreal engine forums with everything you need to know about NVIDIA gameworks integration with UE4. The thread is here.

I would like to extend my thanks to Eric Ketchum and Vallamost for their help!