Sounds like your missing the entire plugins folder, hence nothing to get references, ptrs, inherit from etc.
ĀæIs there any way to combine Simul truesky with ?
Oh my. You are spot on.
It seems when you zip up a level, it does not include any plugin folders! Great to know
Thx for that, works perfectly now
The trusky plugin is a mess donāt even waste youāre time. Have you tried these things first before asking multiple times?
You Project no Work ! Unreal engine 12.2
blocked
Please update ^^
Thank.
your project not work on the latest version its been 20 minutes that his stuck on loading ^^
If you look even one page back or have used unreal before or done work on heavy engines like unreal youād know its compiling about ten thousands d shaders plus your engine shaders most likely. Let it sit. Go have a coffee have a CIG and come back. Itāll be running.
Ah, when I open the project it compille all shader? so its takes time? okay Iāll leave
Thank men
Yeah the project contains over 10,000 shaders and the engine is up there too if your opening for the first time. Think how long a material with 30 instructions takes to compile⦠and multiply by hundreds and hundreds.
of course xD
canāt wait to see it!
Hi!
Iāve been using the community water shader for my own project for some time now. So far itās been great, and the updates have been much welcomed. I do have some questions though, about some problems Iāve been encountering, hopefully someone here can help?
The biggest problem Iām having at the moment is the jittery rubberbanding Iām having when my ship is moving. (As video should hopefully demonstrate Wayward Ventures Playtest Highlights - YouTube at around the 12:20 mark) Any idea whatās causing or how Iād go about reducing it? Whilst Iām not the lead blueprint guy for my project, I should still be able to answer any questions about it. Weāre not using the same propulsion system that is included in the project, although I think the one we have is similar.
Any help, thoughts, or advice is appreciated, thanks!
is online? Steam? Have you updated the net-rate and done any optimization? Have you tried LAN to eliminate wireless/ping issues?
/TK
Iāve meant to ask for a while. When I posted a development log video I got a copyright warning saying the waves sound was owned by someone. Were you aware we cant distrubute the wave sound loop?
All good questions! Sorry I realise I was a little vague. was an online test hosted via a listen server. Iām about as unfamiliar with net-rate as possible, but I will do some googling. By LAN dāyou mean using a VPN service like Hamachi?
I mean 2 people in aroom together so your ping is 1ms. It look like ping rate to me or not updating enough.
Update/net-rate read the post a guy made a few pages back sorry I cant find it but basically pump up how often it updates your networks tuff in replicated bluerpints significantly he had a similar and fixed it that way.
I have mention problem plenty of times in thread, itās one of the reasons why I havenāt worked on the ships in a while since they are kinda unusable with problem.
However I have since found the source of the problem, it has to do with tick ordering, basically the pawn ticks before the ship physics and so it ends up a frame behind (or something along these lines :p, might not be perfectly accurate).
Try changing the shipās tick group to PostUpdateWork, that seems to do the trick most of the time.
At some point you will also need to code a custom character movement component to fix other relative problems.
I will eventually update the ships and the sailing physics, I have lots of cool stuff in the works.
Yeah same here⦠the problem here is the (incredibly stupid) detection system youtube uses.
Apparently if someone uses the same sound file (which is from a free sfx library btw) in a copyrighted song/video then it automatically flags every other video that uses that sfx.
We should probably find some other sfx⦠the current one is fairly common it seems.
What you can do for now is counter the copyright warning by explaining itās from a free library that literally can use, thatās what I have been doing but more and more copyrighted content which use that sfx is released so you will keep getting these from time to time⦠seriously though! what a ridiculous system at rate copyrighting will end up doing more harm than good, someone needs to stop madness!
Just a thought cause logic came to me today making test fleets that I needed to populate quickly. A bool added to the buoyancyforceComponent for bAutoBuoyancy which takes the root static mesh bounding box and sets 4 test points to the and min x,y x,-y -x,y -x,-y with the test radius as the y * 2 / numTestPoints.
Makes for nice quick testing of boat meshes in single for prototyping and especially for many for flkeets. Just plunk them in, change them out, put them in a spawning actor etc.
4.12.2 + High Accuracy Sun/Moon Positioning
Hey all,
Iām releasing the latest code changes for the new Skydome Iām working on in stages. I want to make sure first partās accuracy is rock solid before adding additional parts, as they will be dependent on sun/moon positions during the day & year. So is the first of a series of upcoming skydome changes.
update is the high accuracy sun & moon positioning, based on the input latitude, longitude, UTC offset, and local time. The calculations for are very complex, and boring, so Iām only going to go over the values shown in the Debug HUD.
First, what you will see when you open the project, and how to set it all up for your desired location:
When you open the project, you will be in a demo level named dcSkyTestMap, which is a copy of the Island Map level with the skydome added. (if you donāt want to use the new skydome, the Island Map still has the old one). These 2 arrows will show you the direction of the Sun/Moon (yellow/gray) and will update themselves appropriately, and the compass is set to North == +X axis (has not been rotated, default world placement).
To change the date & time, select the BP_Sky reference in the World Outliner, and expand the small arrow beside Local Time in the Default section. Here you will also find the controls for Latitude, Longitude, UTC Offset Hours, whether to allow Daylight Savings time, and a Time Scale Multiplier which allows you to speed up (or slow down) time. By default is set to 10 which means 10 seconds of game time goes by every 1 second in real world time.
The values are automatically clamped in code to the maximum number of seconds in a minute (59), hours in a day (23), days in the current month (28 to 31), etc. I had clamped the sliders to not exceed these values, but for some reason it wonāt allow you to change the value with it turned on, so just be aware that values greater than min/do not have any effect.
Finally we have the Debug HUD, will look very confusing to most people, but is as simple as I could make it while still providing the necessary information. Hereās what it looks like, the values are broken down below:
The best way to verify data is to use website and enter in the date/time, latitude & longitude info into these boxes (or use the map, but make sure the lat/long are correct):
With that entered, all of the other fields will populate themselves with data. The values in game vs the values on the website will vary slightly (0.1 to 2 degrees average) and are not meant to be exact, calculating the exact position is not feasible (or necessary) for a game / simulation. Using approximations allows high accuracy, without performance concerns.
Now, what these values mean:
SUN
- Time Correction Factor (TCF): The number of minutes to add/subtract to account for the variation in Solar Time within a given time zone.
- Equation of Time](http://www.pveducation.org/pvcdrom/properties-of-sunlight/suns-position) (EOT): An equation that corrects for the eccentricity of the earthās orbit and axial tilt for the given date/time.
- Hour Angle (HRA): Converts Solar Time to the number of degrees the sun has moved. 0 == sunās highest point, so the value will be negative in the east (morning) and positive in the west (evening)
- Declination](Declination Angle | PVEducation): The earthās axial tilt for the given date/time vs the sun. varies from -23.4397 (northern hemisphere winter) to +23.4397 (northern hemisphere summer).
- Altitude Angle](Elevation Angle | PVEducation): The vertical angle of the sun in the sky measured from the horizontal, 0 = sunrise, 90 = highest point of the sun that day (time varies) **NOTE: For value to work in UE4 coordinates we need to subtract 180 from the result, is why the value differs in the actual rotatorā pitch value.
- Azimuth Angle](Azimuth Angle | PVEducation): The horizontal compass direction of the sun. At solar noon angle will be exactly due south (-180) (local time varies)
- Current Rotator Value: The current rotation of the Sunās Directional Light.
References used for solar positioning:
http://www.pveducation.org/pvcdrom/properties-of-sunlight/suns-position
http://www.stjarnhimlen.se/comp/tutorial.html#5
http://www.powerfromthesun.net/Book/chapter03/chapter03.html
MOON
- Approximations L/M/F: These are approximations for the location of the moon in itās orbit around the earth, including the inclination of the orbit, orbital eccentricity, arg of perigee, and longitude of ascending node
- Ecliptic Longitude](Ecliptic coordinate system - Wikipedia): The longitude location of the moon on the celestial sphere.
- Ecliptic Latitude](Ecliptic coordinate system - Wikipedia): The latitude location of the moon on the celestial sphere.
- Mean Distance (km): The distance of the moon from earth, in kilometers.
- Declination: Similar to the solar declination, is the angle of the earthās axial tilt, but also takes the inclination of the moonās orbit into account.
- Right Ascension: Angular position of the moon measured eastward along the celestial equator. Both right ascension and lunar declination are found by converting from ecliptic to rectangular coordinates (x/y/z), rotating to account for earthās axial tilt, then converting back into spherical coordinates.
- Sidereal Time: A time scale (measured in degrees) based on the rate of earthās rotation relative to fixed stars, rather than the sun. is a constant value that varies only by location (not time), which differs from the actual definition of Sidereal Time, we only use it as a reference.
- Hour Angle (HRA): Similar to the sun HRA, however is measured against sidereal time instead of solar time. The number of degrees the moon has moved from time 0 (0 to 360 degrees).
- Altitude Angle: Same as the sun, vertical height of the moon. Value is found by converting Ecliptic (celestial sphere) coordinates to geocentric (observer to sky) coordinates.
- Azimuth Angle: Same as the sun, horizontal compass direction of the moon. Value is found by converting Ecliptic (celestial sphere) coordinates to geocentric (observer to sky) coordinates.
- Current Rotator Value: The current rotation of the Moonā Directional Light.
References used for lunar positioning:
http://aa.quae.nl/en/reken/hemelpositie.html
http://www.stjarnhimlen.se/comp/tutorial.html#7
There is an excellent video explaining the basics of how we calculate the time of day, calendar systems, and the earthās rotation in the following video (which came out the day after I posted ). Highly recommend watching it to get a good idea how works:
watch?v=IJhgZBn-LHg
All of the above calculations are implemented in the plugin to ensure there are no performance issues. The blueprint BP_Sky is based off the TimeManager class (in the plugin) and uses itās functions to calculate the sun/moon/moon phases in the base class. makes the blueprint much easier to read, and reduces itās complexity considerably. These functions could be used by any actor, such as a custom skydome system, by either adding the actor as a child, or inheriting from the actor and calling the Calculate xxx functions.
Please try it out, let me know how it works for you, and whether you have any problems. I have been testing the system out and so far it seems to be working great, but feedback would be much appreciated!
is now available in the 4.12 branch on .
cool
Wow thanks. Now i have a billion other things to mix and mat(c)h together for some dynamic fun stuff. Appreciated I see time since 2000 JulianCal. Will that still work negative as in 1900ās?