[RELEASED] for UE4: Complete Sky and Weather System

It doesn’t seem to work at all, I have static lighting disabled completely, it’s completely black.

is incredibly broken, I got the source version to work and it mostly works in the editor, however the Skylight fails to give consistent results over standalone and in-editor builds and fails to work at all in a cooked/packaged build.

's some notable entries from the standalone builds log (I can’t upload the log because its several hundred MB due to log spamming)



[2016.05.23-22.53.25:603][657]:Warning: c:\simul\\simul\platform\directx11\effect.cpp(558): warning B0001: Invalid effect
[2016.05.23-22.53.25:603][657]:Warning: c:\simul\\simul\platform\directx11\effect.cpp(727): warning B0001: NULL technique sent to Effect::Apply for shader mixed_resolution 
[2016.05.23-22.53.25:482][657]:Warning: c:\simul\\simul\platform\directx11\createeffectdx1x.cpp(370): warning B0001: D3DX11CreateEffectFromBinaryFile cannot find file ../../../Engine/\plugins	rueskyplugin\shaderbin\Win64/debug.fxo 
[2016.05.23-22.53.25:482][657]:Display: Shader binary path is ../../../Engine/\plugins	rueskyplugin\shaderbin\Win64/ 
[2016.05.23-22.53.25:482][657]:Warning: c:\simul\\simul\platform\directx11\effect.cpp(619): warning B0001: Invalid effect  



I hate to sound so negative but I think the UE4 implementation of needs A LOT more work before it’s ready for any sort of serious development. I’m not sure how many people you have on your team but you need to allocate more resources to UE4 development or if it’s just you, put A LOT more work/time into .

Edit: I’ve cancelled my subscription for now as just isn’t ready yet. I’ll reactivate it in the future when these issues are resolved

I’m really tempted to agree with Chaoss up there. After trying to tweak some parameters in Blueprint (which involves a lot of tweaking since the documentation is terrible - there is no step by step to properly set up thing from Install to actual dynamic ToD rendering) I realized that I had an old version. Of course, I wouldn’t expect the plugin to update itself (would be cool though), but an email to your suscribers announcing a new version with its changelog would be nice.

Anyways, I updated to the latest binary, 4.0.170. At point in my game’s development, i can’t be arsed to compile everything that comes from GitHub, what with three different branches of Unreal Engine pending. So I install , and what happens? It breaks everything. Black scene. I can’t even open the Sequencer anymore. It shouldn’t be anti-intuitive. I’m sure there’s a fix somewhere, or a workaround, or a whatever. But infuriates me more than anything.

Also, even when it worked properly, the obscurity of the documentation made learning a chore more than anything else. I’m sure plenty of you don’t see a problem with that, but I’m paying for , and I’m in charge of a team of 30 people. We’re nearing completion of our vertical slice, and the only thing missing other than some AI blueprints is the ToD cycle. I thought I was making a smart move by buying (it’s gorgeous, and the evaluation was smooth), but shortly after evaluation, the versions started to change and the documentation didn’t update until a good month after the update. I had to fix what that update did thanks to some very kind forum members who uploaded some videos about how to setup the blueprint then (video’s down by now).

TL;DR: You better start updating the documentation with proper Blueprint step-by-step instructions and changelogs. Last binary totally broke everything. Can’t even open the sequencer. Don’t have time to compile GitHub branches to see if it works, particularly when binary clearly says is latest “Stable” executable. Should work right off the bat.

P.S: Screenshot of my blueprint. The exact same blueprint people in forum have reported to work. Only now, it doesn’t. It’s not the new Light, I don’t think being unable to open the Sequencer has anything to do with that.

Hi,

Apologies for the inconvenience. We are aware that the current situation isn’t ideal and we’re in the process of changing how we go about the process of creating builds, with the aim of making releases much more stable.

As for the Sky Light, as I said before, is experimental and has only been released tentatively to allow users to use it if they wish, and hopefully report any problems to us so we can fix them. Users looking for stability should use the conventional Skylight until is completely ironed out.

Hi,

As mentioned above we are working on improving the stability of the releases. Apologies for any inconvenience has caused.

The suggestions for documentation and changelogs have been noted and as said before we are working on these. New documentation (including a walkthrough/tutorial for UE4 setup) should hopefully be available week, though it’s a continuous process. The changelogs are further off and will come after we’ve finished changing the way we release builds.

As for the blueprint, it looks like you’re manually capturing the Sky whilst using the new True Sky Light (I’m inferring , as the Skylight var is called “TrueSkyLight1”, so ignore if you’re using an ordinary Skylight ). You shouldn’t be doing manual captures with the custom Sky Light. Of course you wouldn’t know as there isn’t any proper documentation on the new Sky Light yet – as I mentioned, is experimental and we were expecting some issues. It’s a great help to us when users can point out issues such as with the new Sky Light, but if that isn’t practical for you I would suggest using the default Skylight setup and waiting until it’s more stable to use the new one.

Binary wise is looking into the current one to see why it’s causing problems, but of course isn’t a solution to the underlying issues. But as I’ve said, we’re revamping our build process at the moment so we are aiming to have much more stable releases in the very near future.

Again, I can only apologise for the any inconvenience has caused you and your team. However I can assure you that both encompassing issues (stability and documentation) are being worked on and improvements are imminent.

I have tested latest commit and it’s better but still there is a few problems with sky capture.

  1. In editor some times on lower side of the cubemap few erros can be shown like pink pixel on image:
    ?dl=0
    Every time when I’m move time for one seccond I can see green cubemap and then capture is ok with few pink pixel errors.

  2. I’m not calling any more capture from blueprint but capture is working automatically. But ambinet isn’t working and it’s to bright.

Everything would be pretty usauble if ambient is working ok.

And it’s very fast now (120 fps on Titan X) when UE4 classic SkyLight capture isn’t used but again I don’t see ambient probe filtered so can be reason for speed.

I have a question about licensing actually. Do you need to continually pay the monthly fee for the entire development cycle, or is it like speedtree where you only need to pay for it in order to author the assets? Also, is the $150 option for all future updates as well?

Since the tool needs to always be connected online, is there a plan for when your servers may go down, either because the product is discontinued or because I may be working offline?

you only need an ongoing license when you need to author the assets.
when your license runs out you’ll still see your in your scene, you just won’t be able to modify it (however, to my knowledge, you can still control it via blueprint)

As Chosker says, the license is only needed to edit. Any created content will always be usable.

The one off fee (which I think is £100) is just that; it’s a one off fee including all updates. However is only for small indie teams (<5 employees and a budget <£400,000). Teams not fitting those requirements will need to purchase licenses using the normal pricing structure.

And the tool doesn’t need to always be connected; it only needs to authenticate once. I’m not sure whether you’ve assumed it was online-only or you’ve had troubles with the plugin offline; if it’s the latter do let me know and I can look into it for you.

As far as continuing to use created content on future engine versions, is that an option as well or would I need to resubscribe to get the build for the future version?

In regards to me mentioning it always needs to be connected, it was in regards to my experience when using the plugin for a month or so. Since I was working with it for a college project, even though it was the same engine build I brought with me everywhere on my external drive, wouldn’t ever actually remember my login information and I would need to log in every time I sat down to get any work done or I wouldn’t be able to edit anything. Since the authentication wasn’t done on something that persisted in the project, it may have just given the false impression that being online and constantly logging in every single time was a requirement.

Has there been any updates to the website installer? It hasn’t been updated since April 28th. :confused:

Yes you can keep using it on future engine versions :slight_smile:

Unfortunately there was a setback as the last build had various errors so we’ve rebuilt it now and are testing it. Once the testing is done it should be up, so hopefully not long now. Apologies for the wait.

Does that include Github builds or just the binary builds? I found the download page for the compiled builds, but can’t seem to get onto the Github page.

Latest GitHub commit still doesn’t work ok.
Don’t forget to make example map where we can see how to properly use SkyLight for ambient and how to update sky progress.

Pm’d you about the Github problem and yes it includes the Github builds and binary builds.

Hi,

What isn’t working in the newest version? Do you mean you’re still having the ambient issues?

We will produce documentation and examples for the SkyLight in time but as I said functionality is heavily WIP at the moment.

Thanks

I still have issues. Wrong ambinet update and pixel error in probe:

I have tested latest commit and it’s better but still there is a few problems with sky capture.

  1. In editor some times on lower side of the cubemap few erros can be shown like pink pixel on image:
    ?dl=0
    Every time when I’m move time for one seccond I can see green cubemap and then capture is ok with few pink pixel errors.

  2. I’m not calling any more capture from blueprint but capture is working automatically. But ambinet isn’t working and it’s to bright.

Everything would be pretty usauble if ambient is working ok.

Hi,

I don’t think the latest updates had anything to do with . But we are aware of and are working on it; I will notify you when we’ve made progress.

We are also in the process of getting a changelog up and running so you will be able to read that beforehand to see if it will help the specific issues you are getting.

when will there be an update for 4.12? :slight_smile:

The true sky sky light is flickering for me and that makes me sad. :frowning:

you could update channel tutorials please :smiley: all videos are very old D:

I’d rather they focus on fixing bugs, releasing binary installers, etc when they have perfectly good documentation for on their website.