The released .288 version is now working better but there’s now a bug when you are in play-mode it doesn’t take the same lighting information as when you are in editing mode. Really frustrating. Now using the “trueSKYUE4Plugin_4.10.0_3.9.0.198” version again, because simply it works.
While I investigate the shadow issues, I want to point out that the black edges you’re seeing are a result of the mismatch between depth and colour when Reflection Environment is active. As I said above, I don’t see in-game, just in-editor. I’ve raised it on UDN, we’ll see what comes back from Epic.
Anyone know how to avoid making blocky clouds? It seems inevitably happens to me while changing settings but then I don’t know how to fix it.
It may be the cloud grid size is too low (Sequencer->3D Clouds, Grid Width), or that the cloud volume is very wide (Sequencer->Cloud Keyframe->Cloud Width km)
What would be a best practice to get the absolute highest quality no matter the performance hit?
Getting the source code off of the github branch old school style is still valid, right? Works the same way as the binary installer?
Also, since I haven’t moved from 4.9 yet and won’t until 4.11 - has the sky flickering caused by scene captures seen any love?
when I use , in a little window the water it looks good, but when I open the full screen F11 then the water disappears
Hi adndima, what is the water object? Is it a standard material? I’ll try to reproduce the.
I installed version UE4 Plugin v4.10.2_4.0.3.290, but I have UnrealEngine displays trueSKYUE4Plugin version 3.8
Versioning is iffy since you have to go right in an change the version number manually. With the rapid releases and limited staff to work on it, manually editing it gets in the way when you’re primarily focused on solving problems.
I can confirm that 290 for 4.10.2 still doesn’t like Distant Field technology. The scene doesn’t turn black anymore, but Skylight and Distant Field objects don’t get rendered correctly (stutter rendering)
When I run Standalone Game din, my scene darkens 290 for 4.10.2
I found one problem - the water disappears at 1920x1080. But when I put the resolution at 1680x1050 the water appears and all works well
Have you tried your game packaged (Not the same thing as using “Standalone” in Editor) instead of through the editor?
what version work?
Try UE4.10 (Not 4.10.2) version 198. Its the only one that works (Despite clouds appearing through walls) that compiles correctly for me and works without any problems. Still a better case than putting up with these “Black everything shadows” in dynamic environments.
I tried everything. Tell me please, whether working version? Or so it will not work very well never?
I just realized the cloud jitter I reported is actually caused by moving the mouse over different parts of the Editor UI while in play or simulation mode. It’s not there if I just keep my mouse cursor inside the viewport I’m playing/simulating in.
Edit: There is still cloud jitter when I try and setup any time of day changes however