Yes in this update I’ve added moon/sun directional light deactivation during day/night cycle. Should work faster. If you need more fps chck if skylight is set to using cubemapcubemap
Can you summarise the exact settings required for a static directional light and skylight/ I keep getting “LightComponent0 has to be movable if you’d like to move” errors, and in my case, I am using static lighting completely.
If you are using static lighting then it is not possible to change the scene lighting during day/night cycle so you should detach the light from the sky blueprint and set time change speed to 0.
Hi. Since upgrading to 4.20 I seem to get this crash whenever I “save all” in a level streaming environment, when saving from the persistent level. I do have multiple Fast Sky blueprints, one in each streaming level.
It’s hard to say. There is nothing special in this functions it is only setting the material parameters of the sky. Maybe something has changed in construction scripts since the last version of UE4.
According to log, **GetParameterCollectionInstance **is the function that is crashing the engine.
The result of this function is null. It looks like MP_Mapping does not exist during the saving.
More interesting for me is why construction script is evaluated during saving? -_-
Tell me please if it works fine and can be saved when you disconnect the construction script in Fast Stylized Procedural Sky?
I have to investigate this.
Probably I will move the construction script to an event and we can try this way.
Sorry, it is little delayed because o my late request. This is the list of my packages on sale that I’ve sent Epic about 2 weeks ago:
**Title of the asset **[FONT=OpenSans, sans-serif]Fast Stylized Procedural Sky [FONT=OpenSans, sans-serif]Fast Stylized Procedural Sky in Blueprints - UE Marketplace Start and End dates of the promotion
From: 20-08-2018
To: 26-08-2018
**Discount: **30%
**Title of the asset **[FONT=OpenSans, sans-serif]SDF Robo Progress Bars: [FONT=OpenSans, sans-serif]SDF Robo Progress Bars in Materials - UE Marketplace Start and End dates of the promotion
From: 20-08-2018
To: 28-08-2018
**Discount: **20%
[FONT=OpenSans, sans-serif]Anime Toon Shading [FONT=OpenSans, sans-serif]Anime Toon Shading in Blueprints - UE Marketplace Start and End dates of the promotion
From: 20-08-2018
To: 30-08-2018
**Discounted: **20%
Sky will be updated to ver 1.6 very soon too
Changelist:
Time of day exposed to the cinematic, editable sky in the sequencer
Added UVHorizon parameter that changes the horizon from flat to round
Time Cycle Duration - useful when you need to set day-night cycle duration.
Added the lightning effect with clouds scattering
Changed background clouds color from additive to translucent (more customization options)
Thought I had spotted an issue with parameters missing in MI_DefaultSky that were in the HQ version, but that wasn’t it after all.
Ended up shifting the construction script nodes into Event_BeginPlay, and ran the original BeginPlay nodes in a sequence with a 0.2ms delay, just in case.
Seems to work ok, but would be good for you to confirm nothing would break that way ?:
It’s not the best solution because the sky will probably not updated properly in the editor and you will not see the results of your changes. I’ve could not find anything better without using c++ just Parameter Collection is not initialized yet so it is null… Is the sky blueprint located on persistent level or not? If not then maybe you could put some actor with material that using this invalid parameter collection on the persistent level and that would force earlier initialization? I’m just guessing and looking for some workarounds …
I’m going to reproduce this error and report to the Epic.
Yes please do. I accepted I would not see the changes in editor until I realized it affected lighting builds too… ! So it would really be much better if there was a solution to this !
The sky blueprint is not on the persistent level - it is on each streamed level since each level has its own atmosphere, I have multiple sky blueprints but only one loaded and visible at any time.
Well, I would love to add some particle effects to FSPS but my skills in cascade are very limited. I’m going to learning how to use Niagara, so maybe it will be a good project to practice
Right now I’m finishing my next well-optimized package:
This feature is in my roadmap but I’m focusing on visual effect and efficiency in the first version.
Probably not because of screen color sampling in materials. I will think about some simpler version of the package for mobile and html5 but don’t think that it will look as good as on PC.
Definitely interested in Aquatic Surfaces, But I noticed in the video that an ocean was not mentioned, just a reef. Is an ocean for this product on the road map, and how feasible would it be for world composition? Or is one planned as a separate product?
I love the fantasy nature to it! I planned to use NeOcean, but there has been no word on it since it’s been bought out.
Just wanted to post this for anyone wanting to use dynamic system over multiplayer in the cheapest replication method I’ve found possible. 2 vars 5 htz net frequency about 200 bytes total load.
Replication Fix:
Go through the entire blueprint and disable replication on all variables. 2) Set net update freq to 5. (limit the rate the server reps ticked vars / the client will still process its ticks and do its own calcs.) 3) Search for if server and bypass them all. (make clients do work) 4) Find time of Day and Selected Weather Preset and set to replicate. (these two drive the entire bp) 5) Find “Set Preset by index in the Change Weather Function” Add is server branch → True ->set Selected Weather. False bypass set so client can still process weather settings (keeps from having to rep the struct)