Does anyone know when PhysX 4 will be added to the engine?

I know its not been out long but I’m working on a simulation project and would really like to use the new version of PhysX. The demonstration video that Nvidia released late last year shows a significant improvement in the stability of the physics simulation.

Is there already a branch of the engine that I could use?

I actually started working on this. I have PhysX4.0 in the Engine and my game runs (Still needs clean up in the build system, but it does build).

I’m integrating the reduced coordinate articulations right now, I’m not finished but will chime back when I’m done.
It would be nice that nVidia release their UE4 source.

Using TGS with D6joint didn’t seem more stable to me. However, the articulation in reduced coordinate form seem to be better, but I found previously that converting from cm to meters for PhysX was much more stable.

I’d like to know what the future of PhysX is when the engine starts to use Chaos. Will PhysX get removed altogether or pushed out to a plugin?

Afraid I didn’t ever get around to trying to put PhysX 4 in though I too am interested.

Hey there, were you able to do it?
Just would like to know as I would like to try it myself :smiley:

Hey, yes I did it, it’s working but not perfectly stable in the editor, it crashes when pressing PIE sometimes, but not too often.

You should have access to my branch here:
https://github.com/flauzonkinova/UnrealEngine/tree/feature/PhysX4_customUE4

This is not with the lastest developments of Epic with the abstraction around physics engines, although I have a version somewhere that I started this dev…

I’m no longer working on this tho, I think nVidia will publish their own implementation of physX4.0 for UE4.

Awesome, thanks a lot, gonna take a look at it :smiley:

I think they said in their GDC presentation, that they’ll replace PhysX with their Chaos system in 4.23 so I suppose there sadly won’t be an official PhysX 4.0 implementation.

As far as I know, Chaos will replace PhysX so I guess there won’t be an official implementation :frowning: