[RELEASED] for UE4: Complete Sky and Weather System

Hi,

In the …/…/…/Engine/Binaries/ThirdParty/Simul/Win64/ folder, do you see a TrueSkyUI_MD.dll file?

Also, what plugin version are you using (i.e. 4.0.3.341, 4.0.3.339 etc) ?

Thanks

Yes I have DLL located : C:\Program Files (x86)\Epic Games\Epic Games\4.11\Engine\Binaries\ThirdParty\Simul\Win64
is installer I have used: trueSKYUE4Plugin_4.11.0_4.0.3.332.exe

Could you try updating to the latest version? The latest .exe installer is version 4.0.3.341.

It’s possible that there’s a problem with the specific installer build you were using.

After I upgraded to version “Plugin UE4.11.0 4.0.3.339” the water again began to work well. UnrealEngine 4.11.2 :slight_smile:

Yes it’s working now with latest version. Thanks.

Sorry, last replay was from company account. One more question. Everything is ok now in editor. Sky is rendered fine but when I build project and make standalone application and I run the EXE then screen is black and I dont see sky and terrain. We are using dynamic lighting and distance field AO. On scene there is only , SkyLight, Landscape and Ocean plugin. Again, in editor and in editor play mode everything is rendering just fine and expected. Did I forget to copy some content manually to Content folder of published application?

Is there any ETA on flickering sky fix when a Scene Render is present in the level?

I will look into for you. If possible could you send me an output log from a packaged project?

EDIT: Don’t bother sending me a log, we’ve found and fixed the problem and I’ve pushed a fix to the repo!

I’m not quite sure what you mean by a “Scene Render”, sorry. Could you elaborate on ?

Sorry, I might’ve used the wrong term. If a SceneCapture2D/RenderTarget present in the level the skies start flickering extremely fast during movement.
Unfortunately I need to have a SceneCapture in my level because an element of the game heavily relies on it.

No worries. We will look into for you.

I have manually copied shaderbin folder with all shader to packaged project and now everything works fine.
Is can be automatic in package process?
Few pages before you mention few lines of code:

	/// BEGIN  Additional code
	StageExecutable("dll", SC, CommandUtils.CombinePaths(SC.LocalRoot, "Engine/Binaries/ThirdParty/Simul", SC.PlatformDir), "*.*", true, null, null, true);
	SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.LocalRoot, "Engine/Binaries/ThirdParty/Simul/shaderbin"), "*.fxo", true, null, null, true);
	SC.StageFiles(StagedFileType.NonUFS, CombinePaths(SC.LocalRoot, "Engine/Plugins/TrueSkyPlugin/Resources/Media/textures"), "*.png", true, null, null, true);
	/// END  Additional code

Is few lines still needed in latest version and where to paste it?

They are indeed the missing lines that were causing the problem (they’re present in the 4.10 branch but somehow were overwritten in 4.11!) and they need to go in the Winplatform.Automation.cs file at line 47. can be found at \Engine\Source\Programs\AutomationTool\Win.

Hello there,

I have everything set up and working (using the Binary install of the latest version with 4.11.2) and I’m getting some kind of memory leak when testing. I’ve build a simple scene with a few of the standard assets to demonstrate what I am experiencing. I am running a GTX 980TI with the latest drivers. The problem occurs when I full screen the viewport multiple times. It doesn’t have to be in a row either. Unreal ends up using all 6gb of vRam. I’ve run it maximized (2560x1440) and left it and it’s hovered around 2-3GB vRam before. It occurs when changing the resolution. I’ve uploaded a video to demonstrate my problem.

Hi,

I have tested and can see the problem on my end too. We appreciate you pointing it out and we’ll try and get a fix out ASAP.

Thanks

Hello, I got some question regarding godrays. Does the godrays follow the sunlight nowmatter where you place the sun? As in that godrays dosent only point towards the player and act more dynamicly. Also, how much can you control the sun and the godrays comparing to UE4s standar lightshaft (godrays) controls?

Hi,

Yes they should follow the sun.

And the only real way to customise them is via cloud extinction and god ray strength. There is no option for a colour tint as with UE4 light shafts, for example.

Thanks for your reply. That sounds great, Im sure I can manage a way to control the godays with . will fit perfect for my Skyrim remake :slight_smile:

Great stuff.

If you have any other questions or issues then feel free to post in , send me a private message or email me at @simul.co. Though posting in the forum is usually the best option as it can help others users and often the community will help out too!

Thanks

Im following tutorial, but I cant find trueSKYlightAndRotation in the blueprint. Where is in 11.4.2? EDIT:
I found the blueprint for the marcos, does that mean that the marcos is set up already?

Hi, trueSKYLightAndRotation was replaced a while ago with trueSKYSun (which is visible in your screenshot).