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Changes to SkySphereBlueprint aren't reflected at runtime.

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  • replied
    Think about skysphere blueprint as tutorial example how to do things. Its there so default editor view does not have black ugly space.
    Instead of modifying it you should disassemble learn how its done and create own skybox. You will do it anyway some time in future so why not to learn this now and create own?

    I do not remember well, but there was some color curve that was used for sun color. In my projects first thing i delete are those few default actors in "empty" level. Unless its some test where i do not care about skybox look.

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  • replied
    This might be caused by either a fog volume, skylight or reflection sphere.
    You might not be updating captures/reflections and maybe your viewport isn't running in real time (ctrl+R) this would make your editor viewport have different looks from your gameplay one.
    I may be completely off but iv'e had similar problems like this before.

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  • Changes to SkySphereBlueprint aren't reflected at runtime.

    I've manually changed cloud color (unticked Colors Determined By Sun Position) and in the viewport the changes are visible on the clouds, but one I hit play to test it, the clouds are back to the default colors. Same with setting up a timeline for clouds in the level blueprint (trying to set up a day/night cycle) but still the changes don't carry over at runtime. Is there a setting I need to change somewhere other than the Colors Determined By Sun Postion?

    Thanks for your time.
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