Anyone else having a problem with the latest release on 4.10.2, where the sky displays then sometimes its just black? I thought it might have been because I was streaming levels but it occurs in standalone maps too. causes problems with the skylight as it will capture a black sky instead of the . is random from what i see. I launch the editor. Sky displays problem. I then play the map, everything looks fine. Exit PIE then the sky disappears. Its random but happens most of the time.
Packaged game won’t display sky at all despite having all the files included with package.
Yeah, we experience the same problem. Running an earlier version of (257) works, I checked the latest version (275), the same problem happens too. Hope they will fix soon!
Thanks for the response . The sad thing is, I haven’t worked with a version I feel comfortable rolling back too, since each one managed to have at least one flaw that throws everything off. So close, but yet so far! haha
Still, I thank and anyone else working on the Plugin.
Hi guys, we’re just waiting on some help from Epic on . It seems that after views change the depth buffer can become invalid. Resizing the view normally fixes it but I know it’s annoying, and it should be fixed very soon.
I’m new to using , and am loving it so far. I am having some issues however and I haven’t been able to find the answer in the documentation. I can’t seem to get cloud shadows working. I have the scene lights hooked up to the trueskysun and trueskymoon. The plugin is indeed controlling the lighting, but I’m not getting any shadows from the clouds as seen in some of the videos. Do I need to enable something else for to work?
Yeah, I’ve been having problem since the rendering in 4.10.2 that has been discussed on page. Its a bug and cannot be fixed from any settings in-engine.
Any of a blueprint only plugin (no compiler/visual studio dependency)- I’ve no idea if it’s possible to make a packaged plugin without needing visual studio on the users end. If so, I would buy the plugin in a heartbeat.
I’m having the same as on updates 4.0.2.280 and 4.0.2.281. I tried both on clean projects, but once the active sequence is added to the TrueSkySequence, everything goes black. Rolling back to 4.0.2.275 fixed the. If you need any other info to help identify the problem, I’ll try to accommodate.
My screen goes black without opening the Sequencer. By setting the sequencer actor to not “Visible”, everything works. I think UE4.10.2 is causing a lot of problems with the rendering system for . Go back to 279 or live with 280. I realized that in 281, disabling the Sequencer didn’t fix the problem.
is a Blueprint Only PLUGIN. The visual studio dependency is for those that want to compile the plugin themselves. Its not required at all.
Though, you will need Visual Studio for ANY plugin on UE4 just to package your project correctly. requirement isn’t exclusive to .
The problem isn’t upgrading “just because” but to solve the issues that plagued previous versions. Each version manages to “solve a major problem” while gaining “another major problem”. There hasn’t really been a version that didn’t have some sort of major. We’re updating in hopes of finally getting a version we’re happy with. Throughout the past three months, we’ve had problems like clouds appearing through walls, shadows not casting onto terrain, direction light not moving with sky, proper compatibility with 4.10, skylight not capturing sky (causing black sky), showing silhouettes of foreground elements, etc. It has usually been a mix and match preventing any one version that works so you can stick with it during production.
Same goes with upgrading Unreal Engine, just so you can utilize a fix that isn’t available in a previous version. Updating the engine usually never comes down to “just because” but to implement optimization to the project that was previously unbearable. Like right now, UE4.11 focuses greatly on engine optimization. Therefore, whenever its released, we’ll have to wait for plugins to properly update to the version…then to find new problems that weren’t there before.
BTW, which version of 4.10 are you using? The latest one? I may consider trying it out.
Wow I didn’t even know you could click on that part before. I have been clicking on the keyframes whole time.
I really wish there was better documentation. There are so many settings and you can spend hours going through changing each one not knowing whether or not it’s even doing anything.
I still get a fair amount of crashes when sliding the time of day slider around.
Anyone able to get the time of day actually changing in real-time without the clouds flickering? It seems like you can control time of day through the level blueprint via an event tick, but everytime “time of day” is updated, the clouds seem to recalculate where they are and they pop and flicker a little.
I just took a guess on the version. I used the latest 4.10, and it didn’t fix anything. Still get a black screen whenever the Sequence Actor is Visible. Tried the latest version on 4.10.2, 286, and the problem still happens. Black screen except for materials with separate translucency.
So we’re at the mercy of Epic Games to find a solution to why the rendering issues are happening with the 4.10.2 engine.
So I just went back to version version 4.0.2.273, which works fine, but doesn’t cast shadows. I want to point out that shadows haven’t worked for a while on 4.10.2 since I’ve tested on all of the available versions.
Update: version 4.0.2.288 will be up in the next few minutes, and I think addresses the black-screen and also cloud shadow problems. Screen-edge artefacts should be gone, and transparencies should also work better. We’re still investigating the flicker, which seems to be related to UE’s Eye Adjustment. There’s also an in-Editor with UE’s Reflection Environment effect, which seems to put depth and colour buffers out of sync with each other, leading to black edges visible when the view changes. I’ve not observed in-game though.
If the issues persist, please let me know or via [EMAIL=“”]
We’re working on improving the versioning, possibly by means of UE-style branches. Once we’ve figured out the best approach we’ll move to having stable versions of individual version-number branches (e.g. 4.0.2, 4.0.3, etc), but will take a bit of work in our build system, so please bear with me.
's a video demonstrated some of the problems that have arisen in the latest version. The following happens when using Distant Field shadowing. Distant Field Shadows don’t even appear properly. Cloud shadows also don’t display properly. All of it is covered in the below video.
I also want to point out that does happen on a fresh project. When you get rid of all baked lighting data and work with real-time distant field rendering, you will see problem. (Mobile Skylight, Mobile Direct Light with Ray Traced Soft Shadows.)