Oh I totally understand haha, I only took math through junior year in high school and have since had to scrape myself over broken glass learning it I suck so bad.
If you want, you can send me an email at contactsmallheartstudios@gmail.com or hit me up on skype at smallheartstudios, and I can walk you through getting it fixed on your end while I get things in order to send a patch to Epic to resolve this and a couple other issues I’ve had reported.
Thanks, I received, and I’ll be able to assist you shortly.
For everybody else, Epic just passed along entitlements to the marketplace release of Orbit on my user profile, so I’ll be putting together a start to finish getting-started tutorial aimed specifically at this version and I’ll have it out ASAP. Thanks so much for your patience and support, you all rock!
Just wanted to let everyone know that I am still working on a help-video for the marketplace release, as well as researching the launch bugs people are experiencing. I am very sorry for the inconvenience and I promise I will remedy these issues ASAP.
Just submitted a hotfix to Epic, here’s a list of bugs that got squashed:
Loading weather pattern presets clears values from sound variables in BP_Orbit, causing a crash at runtime - SOLVED
Weather particles are not visible in the launch build/when dragged into the level in the editor viewport - SOLVED
Post-Process Volume edits are undone and set back to defaults upon BP_Orbit construction/runtime launch - SOLVED
Just discovered that having non game optimized assets+Orbit= Really Bad FPS when indoors lol I think ill put orbit in last before I do my Cinematic Sequencer stuff lol
Haha I’ve run into similar issues with non-optimized assets thankfully there are some options to control performance with Orbit, be sure to check out the sampling settings options on the stratus clouds to balance out your performance
Also, for Gumroad buyers, hotfix 1.0.1 is now live for 4.12 and 4.13. You should have received an email with a download link. The bugs fixed are the same in the post above.
First off, I love the system so far. Great investment. Having one small issue and hoping you could help me out. I integrated the system into the game using the newest video tutorial and everything works great except for some of my shadows from trees are reflective whereas the ground around the shadow is not. Any ideas?
Hey there, Thanks for the kind words! I just put out a hotfix yesterday, have you downloaded the latest version? If not, this may resolve the issue. Also, what version of UE4 are you running?
I’m not sure what would cause that, did you set up the skylight to use the blank scene-capture-texture I provided? If so, you may want to check any reflection-capture probes you may be using. If you’re not using the HDR texture for the skylight and are instead capturing the scene with it, I’d update your captures with that as well as with your probes if any, and see if that resolves the issue.
Please let me know the results, I’d love to be able to reference this in case it happens elsewhere. I haven’t seen it anywhere yet, but that doesn’t mean that it isn’t related to Orbit specifically, as it likely is.
Using 4.12. Also, using the T_Blank_Cubemap you provided. The oddest part is some of the shadows are fine, others a darker version of the sky above it.
Sorry, I’m away from my dev PC at the moment, can’t try to replicate until I get off work in a few hours. You may want to check your skylight actor sky distance threshold values.
I’ll have some more feedback later, but for now I have one crucial issue. How would one go about rotating the system? If I want to change the direction of north (basically), will just rotating the BP_Orbit asset work? It doesn’t appear to work. The sun stays in the same spot for instance.
Also a request, for planets that have the sun in a different location (or planet rotation that differs from earth) it would be handy to be able to tweak were the sun rises and sets. That way we don’t have to have it rise in the east and set in the west.
I’ll be sure to add a slider to control the base rotation of the sun, not sure why I didn’t in the first place tbh.
As far as the planets w/ different orbital locations, ideally this would be done using a rotation color curve rather than a float curve, so that you could dictate rotation/time of all 3 axes rather than just one, as it currently is set up for the sun. I could make it optional to use “advanced sun rotation” with all 3 rotation axes instead of one, but it would ultimately be up to the end-user to edit the color curves to get their desired sunrise/sunset locations.
I’ll keep these in mind and add them to the post-release feature list. Thanks for your feedback!
No reflection capture actors in the level. Tried adjusting sky light level and distance threshold values with no luck. No changes in the skylight seemed to make any difference. Closest I can get to any change is in the sun I can turn shadows off completely but that doesn’t help much. =)