I have a lot of errors
Is this just in the example project downloaded from the marketplace?
I put the bp in my level and when stop the âPlayâ mode. I work in âWorld Compositionâ and I down to 40 fps and yes, itâs the marketplace version.
Maybe because of the new update ? (4.13.2)
Shouldnât be the engine version causing it. If youâre migrating the files over to your system, be sure to copy the entire Orbit folder from the example project content folder over to your projectâs content folder. Donât use the UE4 migrate feature, it breaks things more often than not. Also, be sure that, under the Actors section, the appropriate actors are assigned, it looks like they are not, based on those errors. Youâll want to assign a directional light to the Sun Actor slot, a different directional light to the Moon Actor slot, a skylight actor to the Skylight Actor slot, an exponential height fog actor the the Height Fog actor slot, and a post process volume actor to the Post Process actor slot.
This tutorial video should help you get started:
Cheers!
When you take it from the market, you âimport in your projectâ so that should be worked. BUT ! I have found the solution, even you donât use all the actors, youâre forced to add and assign all of them in the bp. Great work dude !
OH gotcha, Iâm at work and I havenât seen how they processed the files, I thought they were going to have it in the example project but even better, they made it so you can directly import it to your project, thatâs fantastic! Thanks for the heads up, and yeah, even if you donât want to use say the skylight or the height fog actors, you still have to assign them, then just disable them in the blueprint
Thanks for your support and feedback, I appreciate it!
Cheers!
Just bought Orbit and got it all imported into my game, but when I build my lighting I get this error, how do I fix it and how do i make it nighttime,do i use time of day or what?
&stc=1That error is due to the volumetric lighting frustum meshes, and while the settings in place that are required to make it work will cause this message to pop up whenever you do a map check, it will not break your project or stop you from compiling, so you can safely ignore it.
And yes, you just need to make sure that the option to tie the settings in each section to the time of day/sun position is marked as true, which it should be by default, and then drag the time of day slider to a night time position, i.e. 2400.
Hey guys, Iâm just waiting on Epic to add the marketplace release of Orbit to my vault so that I can make a getting started video aimed specifically at this version. (This version, as it turns out, differs slightly from the Orbit version, in that [according to what people have been telling me] you add all the files directly to your exiting project as opposed to generating a new project based on the one I provided to Epic. This is actually preferable, but leads to some differences in setup that may make my existing getting started video a bit confusing.) In the meantime, Iâve started gathering a couple frequently asked questions, and Iâve posted them with their respective answers on the OP of this thread, but Iâll post them here as well. Please let me know if you have any issues or questions, and Iâll be glad to help you get them resolved/answered.
Cheers!
FAQ:
So I got everything set up but I cant see my moon, Ive got a directional light set for my moon and I even tried using the moon mesh but I cant see that either??
&stc=1Hey there @jojo8026, can you zoom out from the moon mesh and ensure youâre not inside it? Itâs quite large. As far as seeing it in the Orbit BP, can you send a screen shot of your moon section parameters?
Cheers!
Hope you sell a lot, you deserve it!
I was thinking it might be useful to add a control to switch or blend between custom settings quickly.
For example if I need to move from a simple basic weather to a more complex one, several times during the game.
See how they change completely the atmosphere and environment in Silent Hill during the siren. Something to obtain a drastic change, without having to touch each time all the parameters.
Looks like a very nice asset with all the features it has.
I was just wondering, with the full time of day feature, does all lightning in your level need to be dynamic, or can it also work well with baked lightning?
To utilize the time of day feature, you do have to have fully dynamic lighting. If youâre not simulating time of day, you could theoretically use baked lighting, though Iâve never tried it.
If I have a custom night-time skybox, how would I implement that skybox into the night scene?
Basically, I would like to incorporate the Orbit system with the StarSphere system (StarSphere in Blueprints - UE Marketplace)
You would need to make a couple changes to the Orbit BP; youâd want to change the shader model of the Sky material from opaque to translucent so that you could see beyond itâs bounds; youâd also want to set up a float curve to control the opacity/emissive power of the StarSphere based on Orbitâs sun position. I donât own the StarSphere system so Iâm not sure how it works, but Iâm guessing thereâs a sphere mesh you can assign instanced star-map-materials to? You could add one of those sphere meshes as a component in Orbit and edit it with Orbitâs sun position so that the stars are only visible at night. Then just disable the default star-map in Orbit.
This is something Iâm exploring, the main thing that Iâm trying to avoid is having too many variables updated on Event Tick, which is a typical way to dynamically update float values without a timeline. Itâll likely be a feature in a future update
Is there anyway to make the sound actors stay put because whenever I load a different style of orbit from like rain to snow the sound actors always get removed, is there a way to like lock them down so I dont have to add them everytime its kinda annoying tbh
Thatâs odd, they should be set as default. Iâll take a look at the blueprint when I get home from work and make sure that theyâre set the way theyâre supposed to be. In the meantime, if you open up the blueprint and check the sound variables under Lightning and Rain sections to make sure that defaults are assigned, that should fix the issue. If not then itâs a profile struct issue, which I can walk you through fixing, but is a bit more complicated.
The only words I understood from what you said above were âSet as Defaultâ everything else just went right over my head lol, I barely passed math in college so I didnt understand a word you just said, luckily the more I work with orbit the more I understand it, I havent touched the blueprints yet, I installed UE4 over a year ago and im still trying to learn this Alien Language known as blueprints, which is harder when you have a math deficiency lol