[RELEASED] for UE4: Complete Sky and Weather System

We are aiming to get that out by week :slight_smile:

Hi,

Are you still having problem?

We have updated the video tutorials with some annotations where things have changed, but we’re prioritising other things at the moment. The written documentation has been expanded including a basic written tutorial. Check out the UE4 documentation . I’m sure we will do some more videos in the near future but the existing videos are still accurate (taking into account the annotations). If you have any suggestions for video tutorials do let us know, though!

We will never put development on hold for documentation’s sake but the docs were definitely lacking. I’ve spent a bit of time improving them so hopefully that will be helpful. Additionally we’ll be adding a FAQ page and changelogs in the near future. Ultimately the better our docs are, the less time we have to help people and the more time we have to develop new content and fix bugs. So whatever way you look at it, good docs are important :slight_smile:

I am, but I talked to about them, it was an with real time keyframe.

Hey Simul,

Any ETA on 4.12 update for Unreal Engine 4? :slight_smile:

Thank you!

EDIT: week. Ok . Thank you!!!

Nevermind, got figured out.

Question, can you spherify the effect, I mean, make the clouds go around a planet? And more, have 2 or 3 instances of it for other planets on the same level?

Any news on the for 4.12.2 now? :slight_smile:

new update is suitable for ocean project?
https://.unrealengine.com/showthread.php?42092-Community-Project-WIP-Weather-amp-Ocean-Water-Shader
?

Yes, it works fine with the ocean project.

Anyone have the problem with the new TrueSkylight, for me the autocapture don’t work…

@
We are aiming to get that out by week

And a week has passed but nothing for UE4.12 and we are already at the patch 2

Im having the same, the sun flickers terribly when its visible.

Is there any way to fix ?

In my case, I haven’t had an update since April 28th. :stuck_out_tongue: So, if anything, it would be nice to have a 4.12 and start to convert the project to 4.12…especially since I was unable to try out the TrueSkylight yet. haha Oh well. I’m just happy my publisher is understanding of the situation.

4.12 and new versioning

Sorry for the long delays, we’ve been hard at work on two related jobs:

First, getting a 4.12 build going. is done now - the UE4.12 versions are on the website.

Secondly, we’ve switched over to a new build scheme, similar to UE’s, where each version number is a branch. So the stable branch is 4.0, the next stable one will be 4.1 etc. The “” branch is the latest bleeding edge version, which will be split off into numbered versions about every 60 days. What should mean is that each branch becomes only more stable over time, and it should be much easier to get bug-fixes into your code without risking changes in functionality or new bugs getting introduced.

On the download page, you’ll select the installer for your binary UE install, e.g. 4.12.2, and the version you want, e.g. 4.0 or “”.

If you’re using the GitHub source code, from 4.12 onwards we will no longer supply the binaries in the source repo: is because there will be multiple versions. Instead, there’s a batch file called Engine\Plugins\TrueSkyPlugin\GetBinaries.bat, which you call, passing the version you want.

will use FTP to download the binaries, and unzip them to Engine\Binaries\ThirdParty\Simul.

At the moment, these binaries are not versioned, so calling GetBinaries.bat will always download the latest.

Although the 4.12 binary installers are ready, only 4.12 is ready on FTP. 4.0 will be uploaded later today or early tomorrow.

Hello ,

Using the GetBinaries.bat exits silently after 1 second of execution.
I tried running it as administrator and also from command promt.

Any suggestion what else could be wrong ?

How do I get rid of the really bad jitter that the sun has? Would love to use plugin, but that looks terrible.

Couple of possibilities. We use cURL to download the zip file, which you might not have, so I’ve put curl.exe in the repo. GetBinaries.bat knows where to find it.
It’s taken a while for all the versioned zips to be uploaded so the one you wanted might not have been there yet. They are uploaded now.
You should get verbose output from GetBinaries.bat though. You can also remove the -s from the call to curl.exe to get error output. For some reason, -s suppresses all output, even errors.

I believe is related to how UE’s postprocessors deal with large brightnesses, along with the small pixel size of the sun. To get around it, we’ve introduced MaxSunRadiance as a property of the Sequence Actor. When sun radiance goes past value, the size of the drawn sun is increased, and the radiance decreased, so that the overall energy is kept constant, but the output brightness reduced.

function is in the branch, but not 4.0; we’ll be branching into 4.1 soon.

You could create a permanent subscription? .–. please

I’m not sure what you mean - the plugin is yours to own for £100, or if you subscribe, it’s £15 per month to a maximum of £150. Then it’s yours also.

Automatic ambient capture still doesn’t work when SkyLight is used and SLS Captured Scene for source type.
Ambinet and reflection only updated when is called by hand from blueprint, but then we are at start with ambient flickering caused buy sun rendered in cube map.
I’m using build:
4.12.3 4.0 Versions … 20 June 2016 12:13
What I need to avoid or do, to get automatic ambient and reflection update with new SkyLight? Or how to use old sky light without sun specualr in probe?
Why there is no sun flare intesity that can be set to 0 and all problems with ambient flickering are gone. I will draw flare by my self if needed, I don’t need flare from in probe.
Only way to use right now is for sky rendering and use ambient probe saved on disk. is not good if we are talking about day night cycle.

As you can see : Dropbox - File Deleted
It’s night and reflection and ambient is still at day (no manual call to capture).

And I have two warnings:
:warning: d:\jarvis\releases\simulversion\4.0\simul\plugins\ue4\pluginrenderinterface\plugintrueskyrenderer.cpp(1027): warning B0001: 1PluginTrueSkyRenderer::SetFloat, value ‘maxsunradiance’ not found in Sky object
:warning: d:\jarvis\releases\simulversion\4.0\simul\plugins\ue4\pluginrenderinterface\plugintrueskyrenderer.cpp(1337): warning B0001: 1PluginTrueSkyRenderer::TriggerAction, value ‘CalcRealTime’ not found

Currently isn’t possible but it is something we’d like to add. Unfortunately isn’t likely to be done any time soon.

As we’ve been changing our build structures and so on what’s happened is you can see the True Sky Light but as you’re on 4.0, it won’t work properly. You can either switch over to the branch (which isn’t guaranteed to be 100% stable) or wait for the 4.1 Simul branch which will have the True Sky Light functionality.

We are working on implementing a means of detecting your version and then noting which features are and aren’t available to avoid confusion like in the future.