Thank you i will do that now, wasn’t sure if it would work that way but i’ll give it a go.
My studio recently started evaluating so I have few questions about it. How can I adjust rotation of sky, using manual adjustment I have adjusted rotation of sun and moon and now the sky (stars) are moving different angle. Second, our project will require alot of reflection probes all over the map. Is it possible to somehow use those probes with pre-calculated reflections at lets say midday and tint them with global reflection probe that updates during day/night cycle to fake day night period but retain local reflections. Right now when I start simulation all i get is global probe affecting my map and local probes are ignored.
Hey ,
Now that we didn’t have to recompile the engine, I decided to give it a spin (you provided me with a trial key earlier). But once I install the plugin (engine version 4.9.2 ) and set up a Sequence actor with a new Sequence, it’s only a black sky and I can’t edit the sequence. Also, the standalone sequencer accepts my license key and then dies. What’s wrong with it?
Update: nVidia Optimus was loading the standalone with the integrated Intel graphics, which was killing it. Launching with the GeForce GPU fixed the problem. Still can’t use the in-engine version.
Hi Rhayader, can you describe the current problem for me in more detail? Is the in the Editor, or when you run the game? Do you always get the black screen, or only with a standalone build? Thanks!
Not exactly a black screen; the problem persists only in the Unreal Engine editor, while the standalone works just fine. I’ll tell you what I did in steps:
- installed the plugin to the engine
- enabled it
- created a new project
- deleted the Epic skybox and atmospheric fog from the scene
- added the actor to the scene from the Window menu
- created a sequence asset and connected it to the actor
After these steps, in the tutorial the sky turns blue. In my case, it remains black. Also, double-clicking the asset won’t bring up the sequencer or ask for my activation key. My engine version is 4.9.2, the only other plugin I have is Substance. It is not a custom build but the pre-built version supplied by Epic Games Launcher. A friend of mine who is evaluating your product had the very same problem; it’s actually him who asked me to look into it, so when I got the same “black sky, no sequence editor” result, decided to post it .
The problem with the standalone was a different one: my laptop has an nVidia GPU paired with Intel HD 4000 integrated graphics, and the nVidia driver decides which GPU to use for every program. It was loading the standalone with the integrated graphics, resulting the program not showing the scene preview and/or freezing. Forcing the driver to load the program with nVidia GPU enabled solved the problem.
Thanks. Can you tell me - do you get any -related output in the Output Log? (it’s under Window menu > Developer Tools)
Actually I did;
Edit: my project folder did not contain a “Plugins” directory, so I created one. Got rid of the warning, but fixed nothing. The plugin directory indeed doesn’t contain a TrueSkyPluginRender_MT.dll file. (C:\UDK\UnrealEngine-4.0\Epic Games\4.9\Engine\Plugins\TrueSkyPlugin\Binaries\Win64)
I double-checked everything and might have just found the reason for the problem: seems like the installer dropped part of the files into the Program Files\Unreal Engine directory (never had one until your installer made it; I keep my UE versions in the UDK folder I mentioned.). Copied the files over to the engine directory. Will follow up on the progress.
Edit: that’s it - problem solved! Anyone else gets in - just copy over the rest of the files to the right location.
Thanks for pointing in the right direction, :))
So doesn’t require me to get the Github build anymore?
Also, I have a huge with the sky flickering all the time in the editor + the nighttime “shadows” are offsetted (The engine and don’t agree about the depth map dimensions). Is there any ETA on those fixes?
Nope, you don’t. Hope now will be just released to the marketplace.
On the sky flickering, I was making a Sobel post-process material and noticed Unreal Engine did have a problem with SceneDepth flickering, at least in 4.9.1.
Can I just check - is because that was the default installation folder with the UE4 installer? We might be able to somehow detect whether UE4 is present in the target directory.
Yes. Part of files were deployed to the default folder, while the rest - to the folder I specified. That’s why I could see the plugin in UE4, but I couldn’t use it.
You could actually read the Unreal Engine install dir from the registry.
HKEY_LOCAL_MACHINE\SOFTWARE\Epic Games\Unreal Engine, the INSTALLDIR value.
EDIT: Got the github invite. All is good. But I have a question. Can I change which direction is north so I can take advantage of the physical time without rotating the map to conform? Anyways thank you so much for such a great plugin. It is the perfect system for a dynamic environment!
Original:
Since the blueprint macros aren’t in the 4.9 exe installer release, I’m trying to grab a copy from 4.8 on github but no matter what, it won’t give me access to your github. Yes my ue4 github username is the same one I used and still “404” my username is “”
Also is it just me but after installation of the plugin, everything slowed down to a crawl. As in it takes forever to open a project, it sluggishly starts playing a map and ending it, etc.
FYI: 30 Day Free Trial - Award winning weather renderer | Simul trueSKY crashes IE11 :\
I also see that there is a standalone, one time license available. I think I’ll pick it up once I get to that part in my project
One question though, from the default UE4 sample scene -> The scene with , how is performance impacted? If at all possible, could you do a GPU profile of each scene and on what hardware? I need to be extremely GPU efficient.
Hey - that’s a great idea! We can make it work with the actor’s orientation; the main thing we’d need is to add in a root scene node and multiply its matrix when we transfer the view matrix across to . So I’ve quickly implemented it just now, and that will go into the next update (probably tonight or tomorrow). Can you let me know if it works ok?
Great to hear! I’ll keep you updated when its made live. Honestly I knew that making it relative to a scene root might be a valid solution. Can’t wait to try it out.
For what its worth, running on a Geforce 960 (low-end bleeding edge), It only adds around 3-4 ms to the GPU/Draw/Frame if its not animating in real-time. The faster the time output is for the sky the more power the system needs to calculate the clouds. Honestly, if you the sky is animated in real-time or slightly faster it won’t take up much hardware power. Its only if you jump to a drastically different time in the cloud lifetime does it for a split second that a lot of hardware power.
From what I’ve seen, its VERY optimized. More optimized than the Crysis cloud system was back at launch.
Hope that sort of helps.
Two more things . There seems to be an with the way clouds cast shadows, especially when its covering the map completely. I’m guessing its caused by the way it detects edges of the screen? 's a screenshot.
Also, is there a specific process to getting a game to package with ? I’m having an with working in a packaged game. Basically we end up with a black sky and no sunlight, as if its not engaging the plugin.
It does, thank you. I only have 11ms to work with, so that is a very significant chunk of it. If by the end of the project(s), and I have the room to spare, we’ll see.