Orbit: Weather & Seasons BP

Hey there, the planetary setup is still on the table, but I’ll need quite a bit of time to get it to work properly. More info on that in the future for sure. :slight_smile:

In other news, the reboot is still in the works, but in the meantime I’ve just submitted a hotfix to Epic that should allow for the native volumetric fog solution in 4.16 to utilize the sun actor as a volumetric light source. The moon will not work in this way, but both lights will still be able to affect the world, while allowing the sun to project volumetric light. Getting both to work is a bit of a challenge with the one directional light limitation in the volumetric fog as it stands, but I’m keen to try some fixes that will take some time to implement. In the meantime, this fix will at least allow one of them to work with volumetric fog, while also allowing volumetric fog to work with other light sources with Orbit in play.

Cheers!

Hey everyone, Orbit is 50% off for the Marketplace Summer Sale! If you’ve been wanting to get Orbit but don’t want to pay full price, now is the time to check it out!

Hey all, one more quick patch out, updating the 4.16 version of Orbit to play nicely with the new tonemapper features, it’s live now! Orbit is still 50% off through August 1st 2017!

Cheers!

Has anyone learned how to save the weather between maps?

Hi. When I try to follow and meet this error. How can fix it? Thanks

Hi Jenny, that’s a seasonal color grading error, what version of UE4 are you running Orbit on?

Cheers!

Hi Hippo! I used ue4 4.17. So this can fix or because the version? Thanks

Hi Jenny, it looks like there was an issue with that function moving into 4.17 from the 4.16 version. I’ll send off the 4.17 hotfix to Epic and have it out early next week. In the meantime, you can just drag the default Gamma value from the left struct node to the right one, replacing the value input from the “Current Gain Vector” node, which will disable seasonal color grading, but allow the whole system to compile.

Cheers!

When will this be updated for 4.18?

Hey all, Orbit is 50% off for the holiday sale!

Happy Holidays everyone!

Hi Hippo. I was testing your Orbit Weather System and… I did not find anything regarding volumetric fog (using UE 4.18). Is that because of the integration of volumetric fog inside the UE engine ? Is it still possible to set the volumetric fogs with your system ?
Best

Hey there, yes as of the 4.18 update, the framework for volumetric fog that originally came in Orbit has been disabled in lieu of the solution provided by Epic.

Please let me know if you have any questions.

Happy Holidays!

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So I’m using Orbit with 4.18 and found a couple issues I’d like to pass along and see if anyone has a solution.

  1. When enabling auto temp control, my night sky turns bright pink/green, as in Maxed out light settings of some sort, yet works perfectly fine without ticking auto temp control. Temp should have NOTHING to do with night sky, or lighting, and as far as I can tell from looking at the BP itself, there is nothing linking the two, yet I’ve 100% narrowed it down to this being what is causing night sky to be completely unusable. Any idea why those two things could possibly be linked? Again, it looks like the Nebulas are maxed on their brightness or something, and all the stars are maxed to a pink looking color also (but only when temp control is set to auto??) I really need the auto temp control or I would just work around by leaving it set to 50 but I’d really like to utilize snow and temp fluctuations in general.

  2. Snow will not accumulate naturally, however, when using the snow depth and global wetness variables you provided for testing, whatever I set the wetness level to, I can then set the snow level to, and snow will appear but only as high as I have the wetness is set to. Meaning, if I slide up to say, 2.0 global wetness, (it looks wet as it should) then slide snow up, it will appear and accumulate but only up to 2.0. Anything higher just stays as is… and if I change global wetness to 3.0, I can then also change snow to 3.0 and it will add more accumulation… (Sorry if that’s confusing). In other words, somehow the wetness and snow are somehow linked and snow depth is only being allowed to happen if there is wetness present, which considering it’s either snowing or raining and never both, this means snow simply does not generate at all when snowing… Rain however works perfectly. If I set global wetness to something and change the temp to less than 32, snow appears… However this isn’t a work around because

A. I can’t tick auto temp control because the night sky fails…
B. When snow happens naturally with the weather cycle, there is no wetness on the ground, so no snow appears.

If it was a setup error then by all means I will continue to troubleshoot my steps but as far as I can tell, I did nothing different from your setup tutorial, which is completely out dated from back in like 4.13 or something.

I think you need to try setting this up on a 4.18 and fix your bugs.

Edit to add:

I just noticed also, that the advanced stars don’t turn off during the day time, despite having “tie to sun position” ticked true. Just to be sure I checked the Orbit blueprint and compiled/saved since it was copied and pasted over as instructed but still remains lit during the day.

Update:

Okay, so here’s the strange but good news…

  1. After realizing that by default, the advanced stars looked like exactly what I was seeing when Auto temp control was enabled, I adjusted advanced stars to look good, then re-ticked the auto temperature control to see if for some reason auto temp being enabled was somehow activating advanced star field as well, and presto… it was doing just that. For some reason if you have your temps controlled automatically by season and time of day, you are auto-enabling advanced stars as well. (they were not enabled previously when I was experiencing the sky issue when auto temp was checked. I repeated this to verify and it is in fact somehow linked. If auto temp control is on, so is advanced stars…

That being said… By fixing the default advanced star settings, ( I wanted them on anyways but hadn’t configured yet) I am now able to use the auto temp control as desired also (just wanted to let you know about the issue with the two being linked in case anyone else has this problem) and… for whatever reason, and I have no idea why, by enabling automatic temp controls in “Weather” it also fixed the issue of advanced stars not disappearing during the day time. Looking through the blueprint none of this really makes sense, as I don’t see any way the two systems are even related to each other, but for verification I checked this all on a fresh installation project, to be sure it wasn’t my existing project somehow messing with Orbit, and these issue were replicated.

As a work around, you simply have to have advanced star field adjusted from default settings so it looks good, tick to link advanced stars to sun position, then make sure you are using auto temperature management as ticked true, or the stars won’t disappear at daytime, and even if advanced stars aren’t enabled, they WILL be made visible if you use auto temp control, so make sure they are adjusted to look good or at least intensity/brightness.

So now that temps control and stars are working(ish) the only thing I’m still having a problem with are lightning only showing the spline and snow/wetness somehow being linked. IE Snow won’t accumulate naturally when it’s snowing but will if I move global wetness slider AND snow depth slider to equal values higher than one.

I managed to make the snow work and as it turns out it was an issue with the way my landscape is set up.

Now I just need to get the lightning to show up.

Does anyone have the lightning settings they would mind showing me?

@hippowombat

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Hi there,

I recently bought your Orbit Weather and Seasons and when I ticked the bForce No Precomputed Lighting in world settings an when I build the light I get the following error. On UE4.19.2 How can I fix this?

LogStaticLightingSystem: Warning: WorldSettings.bForceNoPrecomputedLighting is true, Skipping Lighting Build!
LogStaticLightingSystem: Warning: Failed to build lighting!!! Lighting build failed.

ETA for 4.20?
Anyone has ported from 4.19 without issue?

I am about to merge this with the PLE (procedural Landscape Ecosystem).
Any suggestion? This is a very popular item on marketplace. I think it will raise your sell to create a tutorial to do it.

PLE already has a material for each season. I guess that with your system i wont need to switch material and let your material function modify the current material for the winter/snow?

After that im gonna take a peek into turning this beauty MP compatible. With so many public variable that we can play with, i dont think it will be hard to do.
Its been a while i havent played with your kit. I guess there is not much code into the player character right?

Unfortunately I’ve been running into issues on 4.20. Not sure if it’s because I copied my 4.18 project to 4.20 or what. Or maybe I’m just not doing things correctly in orbit, but ambient lighting seems to constantly be messed up transitioning between day/night. it requires me to turn the lighting up to like 50 just to see anything on the landscape at night.

Well i ported from 4.19. I will continue doing some testing later (at work right now). First thing i must remember is to figure out why by default light is way too bright lol. i think there is a option to turn off. Ambient occlusion maybe?

Try setting ambient light in your moon and sun to 0(zero)…in orbit bp there are settings for ambient day and night in the “ambient light”