I’d love to check this out myself but I’m running into two issues:
I tried dropping your content files into my Content folder but they wouldn’t populate via typical drag 'n drop. The files were in the right spot but they’d never show up in UE4 editor. I got them to show up by making my own folders ‘Weather’ and ‘Clouds’ in UE4 then dropping your content into those folders, but it broke all the texture/material hooks because it wasn’t in the exact same hierarchy. I then thought it might be a naming issue because I’m using ‘Weather’ instead of ‘Weather Alpha 0.1’ but after trying to use that UE4 complained that it doesn’t use special characters (spaces).
The only way I can get this to show up in UE4 is to rename your top level folder, which breaks all of your texture links inside your materials/particles.
My second issue is more of a general thought. I don’t know anything about setting up LPV or how the lighting/post processing should work. Should I do anything with Epic’s default post process? Should I delete DirectionalLightStationary and LightmassImportanceVolume? What about AtmosphericFog? I’m struggling to take it from basic import to your polished setup.
My request is to make the process a little less fool-proof and maybe include a sample project file to show what needs adjusted for proper setup.
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Short Answer: I will fix, organize and create a better “installation” guide. Just download the new version above, on download section.
Long Answer:
- I´m updating the download section with integrated Weather/Clouds version with a very early stage, just to help You.
You dont need more download both files.
- All files must be droped on Root (content folder). WITHOUT main container folders (Weather XXX 0.X)
- LPV You can enable with r.LightPropagationVolume = 1 in consolevariables.ini on Engine\4.X\Engine\Config folder. Just check this guide. LPV is Optional.
- PPV (Post Processing Volume), AtmosphericFog and lights is controlled by BP. You need just a fully empty scene.
- In World settings, check “Force No Precomputed lights” on Lightmass section. Then rebuild your scene. You dont need a lighmass importance volume, because this is a fully dynamic light setup.
- If you managed to import successfully, just recompile the both BP BEFORE drop in on editor view.
- If helps, this is the file structure. I did not keep the recommended structure just to isolate everything from the weather system on a single folder.