[RELEASED] for UE4: Complete Sky and Weather System

I’m having certain issues with the Macros and blueprints since they don’t coincide in variables to the ones posted (SunColourandRotation no longer seems to exist, for instance, and there’s no link in Lighting where to connect the reference to the scene actor). I’m not that good with blueprint, so maybe the error’s mine, but I have perused the documentation and thread and haven’t found an answer for the disparity. 's a screenshot:

I’m having the exact same problem as you, was following the tutorial from youtube and can’t figure part out and the documentation on the website shows nothing.

That error comes from not using a directional light for the Moon. If you don’t want moonlight, just use TrueSkySun.

Okay, error fixed. But still, doesn’t use my level’s Directional Light. I’m sorry for saying so, but I think it’s time to update the documentation, or at least, can someone post a working blueprint of dynamic lighting using since the youtube tutorials AND the documentation are, as of now, useless? None of the variables and blueprint functions seem to exist.

Haven’t heard back from in a while. With the latest version, 198, there doesn’t seem to be a fix for the “Clouds” appearing through walls. :confused:

I only got a 30 day trial and haven’t been able to fix my of making my sun rotate with settings cause the node in the tutorial is no longer available.

Could you clarify what the problem is you’re having? Your last post said you had the exact same problem as ** and I supplied a solution to the problem. Did the solution not help for you?

Like said, my sun is not moving in game depending on what time it is, and the ground is still lit up even at night time. Also like him I was following the tutorial on youtube about setting up but the SunColourandRotation node was no longer there like it showed in the tutorial.

I have tried using the TrueSkySun node, but just like posted on 12/13 he said “Okay, error fixed. But still, doesn’t use my level’s Directional Light.” That’s the same problem I’m still having.

Okay, I created a possibly way to long tutorial on how to properly set up True Sky in the latest version. I hope it helps! It should fix your problems and possibly get the most out of the trial/software.

https://vimeo.com/149715252

That worked, appreciate it.

How would I make it not so dark at night? Change the intensity of the moon light?

Also I see the stars at night for like a few seconds then when I look up at the sky the stars disappear.

Last, setting the starting time. Pull off the event begin play and add set time node?

hello ,

any you could make the latest filesfor available to us perforce users again maybe in form of a zip file ? (like you did for 4.8)
Thanks

Hi,

[QUOTE=

If you’re building from source, our mods to the " add the following lines at line 39:

[FONT=courier new]
/// BEGIN Additional code
[FONT=courier new] StageExecutable(“dll”, SC, CommandUtils.CombinePaths(SC.LocalRoot, “Engine/Binaries/ThirdParty/Simul”, SC.PlatformDir), “.”, true, null, null, true);
[FONT=courier new] SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.LocalRoot, “Engine/Binaries/ThirdParty/Simul/shaderbin”), “.fxo", true, null, null, true);
[FONT=courier new] SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.LocalRoot, “Engine/Plugins/TrueSkyPlugin/Resources/Media/textures”), "
.png”, true, null, null, true);
[FONT=courier new] /// END Additional code

So packages up the Simul binaries, the fxo (compiled shaders) and the textures. If you can’t modify the Unreal Automation program, or don’t know how, just make sure that those three things are put in the appropriate directories and you’re all set.
[/QUOTE]

“just make sure that those three things are put in the appropriate directories and you’re all set”

could you explain that part a little bit? I also only get black skys in cooked game, in editor it works fine.
I do not find the "WinPlatform.Automation.cs " file, and I don’t know what the code means.
thanks!

Pretty much copy those folders to your “Packaged Game”. I have no experience with Automation, so I had to go the manual route.

For instance, “Engine/Binaries/ThirdParty/Simul” is found in the unreal engine directory. Go to the engine folder (4.10 for example) and you’ll find an Engine folder. Follow the same path as described. Copy the “Simul” folder to you packaged project folder. Once in the packaged game folder, the same folder where you find the exe to launch the game, create a new folder for Engine, then Binaries and so on. Then inside “ThirdParty”, paste the simul folder from the other location.

Do for each line and you’ll manage to get it done. If isn’t clear enough, let me know! :smiley:

@: Thanks for the explanation!

That is exactly what i have made, but it didn’t work , still a black sky in game… I am using ue4.10.1 and just noticed that i am not able to package for win64 only for win32, could it have to do something with that?

Thanks

EDIT: got it to work now, had to install visual studio to be able to package win64. As win64 packaged game , the described procedure works. Thanks again!

! So glad you figured it out. Now go forth and conquer!

It’s cool but do you even get accepted in the user system… Waiting pretty long for it.

@, are you talking about the system on Simuli so you can get a trial or whatnot? Yeah, without word from for a month, it can be a little worrisome. I really hope makes another appearance soon.

Took me right at a month to get accepted, I ended up after 3 weeks singing up with a diff email and got accepted on that one a week later. Still never got accepted on my first email i used.

Well that actually sucks… To request something so long … well … Lets see if not … no sky … If yes I would pay for it.

Hi ,

I think that running the binary installer will work for : it puts the files where they need to go, but you will then need to GenerateProjectFiles and rebuild the UE4 project in order to generate dll’s that match your executable. Can you give it a go?