[RELEASED] for UE4: Complete Sky and Weather System

Is there any fix available for with rendering transparent objects behind clouds?
The transparencency modifier is added as noted in the documentation in the transparent material.

Please tell me, will there ever be a solution to the problem of black screen after I do the assembly of the project? I wrote a lot of questions but I did not get an answer

Nothing new about our issues ?

Someone know how configure the level blueprint for make a day cycle ?

I found on it : http://docs.simul.co/unrealengine/Blueprint.html

Didn’t realize all the cool new features in the plugin. I wish I can upgrade without everything completely going to hell. :confused:

The latest version, 317, STILL breaks Distant Field lighting, rendering it unusuable. Skylight doesn’t work. Distant Field shadows doesn’t work. Everything needed to make my game work. Doesn’t work. 1 week out from our MAJOR public concept demo release and still don’t have 100% working plugin. I’m stuck using a version where clouds appear through walls. -_- SO FRUSTRATING.

If its because its not reproducible by , then please, follow these steps to enable Distance Field. .unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/DistanceFieldAmbientOcclusion/index.html
.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/RayTracedDistanceFieldShadowing/index.html

I don’t mean to come off as rude but for about 6 months now I found to be completely unusable. Every single that’s fixed raises another 2-3 critical game breakers. It really starts to seem as if a complete rewrite is needed.

Installed yesterdays build (Mar 8).
Unfortunately the passthrough persists.

I’d guesstimate that it happens within +/- 1.5-2m distance between the camera and an opaque surface.

Hi SB, I’ve committed a fix to Distance Field lighting just now in GitHub. may fix the skylight for you, though we still have the that default skylight is not realtime in standard UE. Our branch allows you to use the generated cubemap, so that seems to work. If the black edging artifact persists, try editing consolevariables.ini to add r.DoTiledReflections = 0.
Please let me know if fixes things for you.

For anyone on the binary install, the next version after 4.0.3.325 will fix Distance Fields, sometime in the next couple of hours.

I don’t know anything about all that, but I know “UDS” add a new fonction for recapture skylight after few secondes.

Version 4.0.3.328 is still broken for me:

Hi,

Is only appearing when you’re moving the time of day slider? Or is it a problem in game?

Thanks

mainly occurs when you move the camera, but it’s also visible with a static camera.
The seems to be excarberated by having a high ‘Extinction’ in the Lighting parameters.

I see that there are many more commits on the 4.10 branch than 4.11. If I am using UE 4.11, which one should I merge from?

Beautiful and almost perfect looking sky!

I got a few questions. Lets say I wanted to make a soaring simulator out of .

  1. The end-user should be able to set up the weather they want for the day/match to make it easier or harder to fly. Can we pass parameters into the at application run time from the user to generate a new sky?

  2. Can these clouds be spawned individually as actors or actor components, with some way to control their size, altitude and density as the clouds grow and dissipate?

  3. Are cumulus the only type of cloud in the demo, or can we create lenticular or stratus clouds as well? I saw some high cirrus at one point in the video, unless I am mistaken.

Thanks in advance.

Yes, that will work - you can pass them using Blueprint.

As yet, no. The API supports setting masks etc, but the UI for is under development and we’ve not yet hooked it up to UE properly.

Yes, we support cirrus as a 2D layer above the 3D clouds. Lenticular and stratus can be created by adjusting the cloud keyframe parameters - lenticular clouds would have low fractal persistence, stratus high persistence and high cloudiness values.

The 4.11 branch is up to date now, I recommend taking the latest from 4.11 - please let me know if you encounter any problems.

It shows the sky, with two (potentially three) issues.

First off, when I try to open up my sequence to edit it I get :


Weirdly enough the editor does start up after that, but my licence key has expired so I can’t edit my sky. However, I can’t seem to scrub it either ( might be working as intended).

Lastly, again possibly working as intended, the god rays from the sun going through the sky extend all the way below the horizon. is probably a non-issue once I actually have terrain blocking the view but 's how it looks like nonetheless:


Edit: Add one more to it, the sky is being shown in non-level viewports (material editor, blueprint editor etc.). I could have sworn was handled a while ago.

Edit 2: The sunset is broken. I am not sure if would be visible with a terrain blocking the view below the horizon:

Edit 3: There’s a pretty serious series of bugs (maybe related to the same thing) where, if I get the time just right, both the sun and moonlight will drop down to black, making everything black. I scrubbed the time forward a day or two more and I get a moment where first my environment turns red, then the whole screen turns red. I made a video:

The moment the moonlight turns black is ~3.15 in normalized time. I can send you the sequence with the precise times if you want.

Today I got my evaluation for and I’m loving it so far.

But I have some problems as well, some like .

  • I also got the same Qt5Core.dll error but after pressing OK everything seemed to work.
  • The sunset is also broken for me. those black lines going towards the sun are visible and my terrain doesn’t fully block them, and they flicker so they are very noticeable. Disabling god rays didn’t fix it either. They appear ingame as well.
  • The sky shows up in static mesh viewer, etc. Which is annoying

Besides that it’s a great plugin and I’m thankful it comes as a standard UE4 plugin now (I really didn’t want to mess with a custom branch or building the plugin), so I’ll most definately buy it for my project at some point :slight_smile:

Every time some complains about flickering, I always have to ask. Did you delete all the fog actors in the scene?

sorry the thread is long so I didn’t see you asking before :smiley:
I turned all the other fog actors off but didn’t really delete them. I’ll try to actually delete them to see if that makes a difference

[edit]
I tried deleting all the other fog actors and it didn’t solve the.