Quick Question.
How to change it from the normal skybox to a Night one with the stars?
No need for cycle.
Quick Question.
How to change it from the normal skybox to a Night one with the stars?
No need for cycle.
://postimg.org/image/uxe7ar785/
Just change Sun height parameters to negative
Did not work, as when I try to change this value, it always defaults right after I press enter to .53~.
I have tried this also in a new default blank map, same problem.
Also, I have tested in both with no luck, but I am trying to do this for mobile.
I had this problem aswell, the fix is something to do with the directional light that’s in the scene, it stops you from changing the sun height on the skybox, sorry i cant be of more help, try toggling different things in the directional light source until it lets you change it.
You must link the skybox with the directional light, then when you rotate the directional light the skybox will update as well. Take a look some of the tutorials about day and night cycle, it will help you.
Good luck
I was doing night map just a moment ago.
I changed Sun Brightness to 0. All horizont colors to extremely dark blue or visibility 0 (So in fact nothing). Rotate DirectionalLightDominant to face from below of map (as said above) and click “update sky” button at SkySphere. Add HorizontalFog, PostProcessing and AmbientOclussion so eventually you would end like my map here:
This is SkySphere setting:
Ok, it kind of worked but still need it make it more.
Basically, my attempt is to make it with no clouds, Space.
How to get this with just the Stars and black, as right now it has a blue tint clouds**?**
Still need help, but was able to make it better by rotating the light in the input boxes, rather than the perspective view.
Problem now is that something is causing a big glow, shown in the picture below.
How to remove this?
Here, I’ve made you a .T3D script for everything you want. Just paste.
Begin Map
Begin Level
Begin Actor Class=PostProcessVolume Name=GLOBALPostProcess Archetype=PostProcessVolume'/Script/Engine.Default__PostProcessVolume'
Begin Object Class=CubeBuilder Name="CubeBuilder_2"
End Object
Begin Object Class=BrushComponent Name=BrushComponent0 ObjName=BrushComponent0 Archetype=BrushComponent'/Script/Engine.Default__PostProcessVolume:BrushComponent0'
Begin Object Class=BodySetup Name="RB_BodySetup_7"
End Object
End Object
Begin Object Name="CubeBuilder_2"
X=100.000000
Y=100.000000
Z=100.000000
Vertices(0)=(X=-50.000000,Y=-50.000000,Z=-50.000000)
Vertices(1)=(X=-50.000000,Y=-50.000000,Z=50.000000)
Vertices(2)=(X=-50.000000,Y=50.000000,Z=-50.000000)
Vertices(3)=(X=-50.000000,Y=50.000000,Z=50.000000)
Vertices(4)=(X=50.000000,Y=-50.000000,Z=-50.000000)
Vertices(5)=(X=50.000000,Y=-50.000000,Z=50.000000)
Vertices(6)=(X=50.000000,Y=50.000000,Z=-50.000000)
Vertices(7)=(X=50.000000,Y=50.000000,Z=50.000000)
Polys(0)=(VertexIndices=(0,1,3,2),Direction=1)
Polys(1)=(VertexIndices=(2,3,7,6),Direction=1)
Polys(2)=(VertexIndices=(6,7,5,4),Direction=1)
Polys(3)=(VertexIndices=(4,5,1,0),Direction=1)
Polys(4)=(VertexIndices=(3,1,5,7),Direction=1)
Polys(5)=(VertexIndices=(0,2,6,4),Direction=1)
Layer="Cube"
End Object
Begin Object Name=BrushComponent0
Begin Object Name="RB_BodySetup_7"
AggGeom=(ConvexElems=((VertexData=((X=-50.000000,Y=50.000000,Z=-50.000000),(X=-50.000000,Y=50.000000,Z=50.000000),(X=-50.000000,Y=-50.000000,Z=50.000000),(X=-50.000000,Y=-50.000000,Z=-50.000000),(X=50.000000,Y=50.000000,Z=-50.000000),(X=50.000000,Y=50.000000,Z=50.000000),(X=50.000000,Y=-50.000000,Z=-50.000000),(X=50.000000,Y=-50.000000,Z=50.000000)),ElemBox=(Min=(X=-50.000000,Y=-50.000000,Z=-50.000000),=(X=50.000000,Y=50.000000,Z=50.000000),IsValid=1))))
PhysicsType=PhysType_Fixed
bGenerateMirroredCollision=False
CollisionTraceFlag=CTF_UseSimpleAsComplex
End Object
Brush=Model'Model_5'
BrushBodySetup=BodySetup'RB_BodySetup_7'
RelativeLocation=(X=0.000000,Y=0.000000,Z=-130.000000)
End Object
Settings=(bOverride_AmbientCubemapTint=True,bOverride_AmbientCubemapIntensity=True,bOverride_BloomIntensity=True,bOverride_BloomThreshold=True,bOverride_Bloom1Size=True,bOverride_Bloom2Size=True,bOverride_Bloom3Size=True,bOverride_Bloom4Size=True,bOverride_BloomDirtMaskIntensity=True,bOverride_BloomDirtMask=True,bOverride_AutoExposureLowPercent=True,bOverride_AutoExposureHighPercent=True,bOverride_AutoExposureSpeedUp=True,bOverride_AutoExposureSpeedDown=True,bOverride_AutoExposureBias=True,bOverride_LensFlareIntensity=True,bOverride_LensFlareTints=True,bOverride_LensFlareBokehSize=True,bOverride_LensFlareBokehShape=True,bOverride_LensFlareThreshold=True,bOverride_VignetteIntensity=True,bOverride_GrainIntensity=True,bOverride_IndirectLightingIntensity=True,bOverride_ColorGradingIntensity=True,bOverride_ColorGradingLUT=True,bOverride_DepthOfFieldFocalDistance=True,bOverride_DepthOfFieldScale=True,bOverride_DepthOfFieldMaxBokehSize=True,bOverride_DepthOfFieldBokehShape=True,bOverride_MotionBlurAmount=True,BloomIntensity=0.500000,BloomThreshold=10.000000,Bloom1Size=0.290000,BloomDirtMaskIntensity=10.000000,BloomDirtMask=Texture2D'/Engine/MapTemplates/T_ScreenDirt02_w.T_ScreenDirt02_w',AmbientCubemapIntensity=0.000000,AutoExposureBias=-0.500000,LensFlareBokehSize=8.367441,LensFlareThreshold=2.000000,LensFlareBokehShape=Texture2D'/Engine/MapTemplates/Bokeh_5Sides.Bokeh_5Sides',LensFlareTints[1]=(R=0.596908,G=1.035488,B=3.000000,A=0.530000),LensFlareTints[2]=(R=0.574790,G=0.812371,B=1.200000,A=0.480000),LensFlareTints[3]=(R=0.207252,G=0.371665,B=1.000000,A=0.390000),LensFlareTints[4]=(R=0.177435,G=0.343661,B=4.000000,A=0.310000),LensFlareTints[5]=(R=0.090247,G=0.229754,B=1.000000,A=0.350000),LensFlareTints[6]=(R=0.344320,G=0.606226,B=4.000000,A=0.560000),LensFlareTints[7]=(R=0.071965,G=0.106525,B=1.000000,A=0.440000),VignetteIntensity=0.500000,DepthOfFieldFocalDistance=238.100204,DepthOfFieldMaxBokehSize=11.165545,DepthOfFieldBokehShape=Texture2D'/Engine/MapTemplates/Bokeh_5Sides.Bokeh_5Sides',MotionBlurAmount=0.200000)
bUnbound=True
BrushType=Brush_Add
Begin Brush Name=Model_5
Begin PolyList
Begin Polygon Link=0
Origin -00050.000000,-00050.000000,-00050.000000
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End Polygon
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Vertex +00050.000000,+00050.000000,+00050.000000
Vertex +00050.000000,+00050.000000,-00050.000000
End Polygon
Begin Polygon Link=2
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Vertex +00050.000000,+00050.000000,+00050.000000
Vertex +00050.000000,-00050.000000,+00050.000000
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End Polygon
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End Polygon
Begin Polygon Link=5
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Vertex +00050.000000,+00050.000000,-00050.000000
Vertex +00050.000000,-00050.000000,-00050.000000
End Polygon
End PolyList
End Brush
Brush=Model'Model_5'
BrushComponent=BrushComponent0
BrushBuilder=CubeBuilder'CubeBuilder_2'
SavedSelections(0)=(Type=1,Index=6)
SavedSelections(1)=(Type=1,Index=7,SelectionIndex=1)
bHidden=False
RootComponent=BrushComponent0
ActorLabel="Global PostProcess"
Layers(0)="Cube"
End Actor
Begin Actor Class=DirectionalLight Name=DirectionalLightStationary Archetype=DirectionalLight'/Script/Engine.Default__DirectionalLight'
Begin Object Class=BillboardComponent Name="BillboardComponent_1"
End Object
Begin Object Class=DirectionalLightComponent Name=LightComponent0 ObjName=LightComponent0 Archetype=DirectionalLightComponent'/Script/Engine.Default__DirectionalLight:LightComponent0'
End Object
Begin Object Class=ArrowComponent Name=ArrowComponent0 ObjName=ArrowComponent0 Archetype=ArrowComponent'/Script/Engine.Default__DirectionalLight:ArrowComponent0'
End Object
Begin Object Name="BillboardComponent_1"
Sprite=Texture2D'/Engine/EditorResources/LightIcons/S_LightDirectional.S_LightDirectional'
SpriteInfo=(Category="Lighting",DisplayName="Lighting")
AlwaysLoadOnClient=False
AlwaysLoadOnServer=False
AttachParent=LightComponent0
End Object
Begin Object Name=LightComponent0
bUsedAsAtmosphereSunLight=True
ShadowMapChannel=0
SelfShadowingAccuracy=0.536201
LightGuid=F556B4524F3F7B2C875719A3D624CF1E
Intensity=0.100000
LightColor=(B=26,G=10,R=8,A=0)
RelativeLocation=(X=561.371704,Y=587.322693,Z=929.613647)
RelativeRotation=(Pitch=80.636017,Yaw=175.797577,Roll=-126.127747)
End Object
Begin Object Name=ArrowComponent0
AttachParent=LightComponent0
End Object
ArrowComponent=ArrowComponent0
LightComponent=LightComponent0
RootComponent=LightComponent0
ActorLabel="DirectionalLightStationary"
End Actor
Begin Actor Class=BP_Sky_Sphere_C Name=BP_Sky_Sphere Archetype=BP_Sky_Sphere_C'/Engine/EngineSky/BP_Sky_Sphere.Default__BP_Sky_Sphere_C'
Begin Object Class=StaticMeshComponent Name="Sky Sphere mesh"
Begin Object Class=MaterialInstanceDynamic Name="MaterialInstanceDynamic_986"
End Object
End Object
Begin Object Class=SceneComponent Name="Base"
End Object
Begin Object Name="Sky Sphere mesh"
Begin Object Name="MaterialInstanceDynamic_986"
Parent=Material'/Engine/EngineSky/M_Sky_Panning_Clouds2.M_Sky_Panning_Clouds2'
ScalarParameterValues(0)=(ParameterName="Horizon Falloff",ParameterValue=256.000000)
ScalarParameterValues(1)=(ParameterName="Cloud speed",ParameterValue=4.000000)
ScalarParameterValues(2)=(ParameterName="Sun brightness")
ScalarParameterValues(3)=(ParameterName="Sun height",ParameterValue=0.895956)
ScalarParameterValues(4)=(ParameterName="Cloud opacity")
ScalarParameterValues(5)=(ParameterName="Stars brightness",ParameterValue=2.000000)
VectorParameterValues(0)=(ParameterName="Light direction",ParameterValue=(R=-0.162268,G=0.011923,B=0.986675,A=1.000000))
VectorParameterValues(1)=(ParameterName="Sun color",ParameterValue=(R=0.000493,G=0.000805,B=0.006585,A=0.000000))
VectorParameterValues(2)=(ParameterName="Horizon color")
VectorParameterValues(3)=(ParameterName="Zenith Color")
VectorParameterValues(4)=(ParameterName="Overall Color",ParameterValue=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))
VectorParameterValues(5)=(ParameterName="Cloud color",ParameterValue=(R=0.006000,G=0.005430,B=0.005667,A=0.000000))
End Object
StaticMesh=StaticMesh'/Engine/EngineSky/SM_SkySphere.SM_SkySphere'
IrrelevantLights(0)=CC572E2A4BB1085B26DB51B8A5489088
IrrelevantLights(1)=3D538B8443ECA80BAEC5E08630FF0EC5
IrrelevantLights(2)=2F3C5D5A4BF92487D6CB96B42B858699
IrrelevantLights(3)=0D26ED0044B7416F9DA9C594DF090F4A
IrrelevantLights(4)=BEFEA2CB4FDCFFA6740D73A3D6ADA447
IrrelevantLights(5)=5BCAB1124F199896AAB52284EB428BDB
Materials(0)=MaterialInstanceDynamic'MaterialInstanceDynamic_986'
bGenerateOverlapEvents=False
bReceivesDecals=False
CastShadow=False
bAffectDynamicIndirectLighting=False
bCastDynamicShadow=False
bCastStaticShadow=False
bHasCachedStaticLighting=True
BodyInstance=(Scale3D=(X=400.000000,Y=400.000000,Z=400.000000),ResponseToChannels=(Visibility=ECR_Ignore,Camera=ECR_Ignore),CollisionProfileName="NoCollision",CollisionEnabled=NoCollision,ObjectType=ECC_WorldStatic,CollisionResponses=(ResponseArray=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore))))
bCanEverAffectNavigation=False
bAbsoluteRotation=True
Mobility=Static
AttachParent=SceneComponent'Base'
RelativeScale3D=(X=400.000000,Y=400.000000,Z=400.000000)
bCreatedByConstructionScript=True
CustomProperties
End Object
Begin Object Name="Base"
Mobility=Static
bCreatedByConstructionScript=True
End Object
Sky Sphere mesh=StaticMeshComponent'"Sky Sphere mesh"'
Base=SceneComponent'Base'
Sky material=MaterialInstanceDynamic'MaterialInstanceDynamic_986'
Directional light actor=DirectionalLight'DirectionalLightStationary'
Colors determined by sun position=False
Sun height=-0.895956
Sun brightness=0.000000
Horizon Falloff=256.000000
Zenith Color=(R=0.000000,G=0.000000,B=0.000000,A=0.000000)
Horizon color=(R=0.000000,G=0.000000,B=0.000000,A=0.000000)
Cloud color=(R=0.006000,G=0.005430,B=0.005667,A=0.000000)
Cloud speed=4.000000
Cloud opacity=0.000000
Stars brightness=2.000000
RootComponent=SceneComponent'Base'
ActorLabel="BP_Sky_Sphere"
End Actor
End Level
Begin Surface
End Surface
End Map
Hey guys, where did you get the “BP_sky_Sphere” from???
new to UE4 and trying to get a night skybox unable to figure out how to get this done.
It’s located in the engine folder in the content browser -> to get int othe engine folder: open a new template map (so the existing one with the sky) - click onto it - in the scene tab go to “search in content browser” - now you should see the engine folder and there you can also find the sky
This is very old now im not sure if anyone got the help they needed, you can just go into the blueprint for the skybox and change the value in there.
It is the SunHeight Variable