[RELEASED] for UE4: Complete Sky and Weather System

Not currently. Unfortunately it’s not viable to have collision detection on the rain because there are just too many particles (the default # is over 200,000, and can go as high as 1 million). In the mean time users may have to find workarounds if it’s proving a problem (e.g detect if you’re indoors, then switch sequences or edit the keyframe to stop rain).

However we do plan on implementing something to improve .

Hi ,
In the folder there are four files; qwindows.dll, qnativewifibearer.dll, qminimal.dll and qgenericbearer.dll.
I’ve tested in a different machine to check out and find that simple error but finally opened the sequencer.
Thanks a lot

Are you saying it’s working now?

Apologies if I’ve misunderstood. I will keep looking into it if not :slight_smile:

Sorry :wink: I mean the error is still in one machine but in the other shows one .dll missed but open the sequencer.
Thx

What dll is missing in the other machine?

Is Qt5Core.dll. Thanks very much for your effort,

So… finally I got some time for messing around again with … But seems like I’m not a lucky one! I encounter again the Assertion failed bug… time, I got a video of the last minute of work…

I sent you a MP with the video @

Any ETA on binary installer for 4.12.4? Thanks!

Thanks for the video, that’s very helpful!

I will take a look into for you :slight_smile:

Should be out in the next day or two.

Out of interest have you tried the 12.4.3 version of the plugin?

Yeah, when we used that one with the 12.4.4 engine we weren’t able to open any projects or the engine itself. Got an error saying “Failed to launch editor” and it went away when I removed .
We had previously tried using the Git version but was unable to open the Sequence actor.

How to blend two different sequencer settings (weathers)? Why there is no option so assign few different sequencers and then use 0-1 factor as lerp between them?
Ark is doing something like that with 4 different sequencers .

You mean ?


You can take a look at the Blueprint Docs info, it’s a bit messy but there’s a lot of valuable info there: http://docs.simul.co/unrealengine/Blueprint.html

Yes I was doing that but will swap Sequence complete and cause snap and flickering and sudden change. What if you have game with day/night cycle and you decide in real time that rain will start and you need cloud and fog for that with smooth transition in next 15 minutes.

Check TrueSkyActor from ark :

Other sequencers can be added and then you just assign weight.

isn’t something in itself. In case the ARK devs have bought a license for the SKU and created functionality themselves. It seems like a cool idea so perhaps we could look into it in the future.

In terms of achieving smooth changes between sequences, can be achieved by setting all the layers in all the sequences being used to both real time and gradual. Then sequence changes should happen smoothly. :slight_smile:

It would indeed be cool. Though my too go to weather system is still The Witcher 3 in terms of dynamic functionality for developers. I assume most of what could be done is already exposed to blueprints? I was reading up on the new documentation (newer than the last time I even bothered to read the documentation) and saw that you can pretty much set the Keyframe float? I’d think with enough planning one can produce smooth transitions with a decent blueprint setup using the functionality provided. Though as it stands now, I really dislike the keyframes system. You can’t copy and paste or move keyframes without everything going haywire (Keyframe replaced the frame you copied and threw the new keyframe somewhere else on the timeline. Duplicating keyframes EXACTLY on each other making it hard to figure out which key frame is the original and which is the copy. Moving a keyframe doesn’t move to the place its dropped, sometimes moving back to its original spot or moving a frame or two in a random direction).

I think ideally, I’d love time to be separate from the cloud/weather system. Like you’d have default settings for the clouds, then to change them, you can trigger it from blueprint instead of utilizing static/dynamic keyframes.

Anyways, I haven’t put much work into lately as everything has been working flawlessly. Thanks Simul!

PS: I’ve been curious about since I first started using last year. Is there a way to make the snow/rain work…properly? Last time I used it the problem still persists. When the character player moves, the rain moves in super hyperspeed like in start wars, but when you’re idle it works as usual. Actually, even if you’re idle, if there is a subtle idle animation, the rain looks like there is an effect applied to simulate “motion blur”. Is there a fix for or am I using it wrong? I’ll probably opt to using traditional particles for these situations, but if I could use Simul, that’d be even better.

Just chiming in to mention that 4.12.3 plugin somehow works with 4.12.4 over , not a clue on the weird squares the sky is giving though.

  • You can set keyframe floats/ints, yes. 99% of sequencer keyframe values can be set in blueprint way (I think currently you can’t change the keyframe subdivision and some colour-changing stuff is WIP). So yes, you should be able to transition however you want with blueprint. Of course that could be a bit more effort, so like I said if sequences have their layers set to real time and gradual, then you can switch between them and should gradually change from one to another.
  • We will improve the UI in time (the Unity version especially) as we know it’s not always ideal, but as always it’s a matter of priorities!
  • You can disengage time from keyframes by unchecking “Link Keyframe time and daytime” in the layer settings.
  • As for the rain when moving, happens when you’re moving very fast. I would suggest decreasing the metres per unit and seeing if helps.

Try altering the downscale and amortization factor settings?

are the results of altering both settings you mentioned , doesn’t seem to be fixing the. Perhaps running the binary version plugin on 4.12.4 has to do with it? :slight_smile:


It’s quite possible that that’s the cause. I’m not actually sure what behaviour to expect if you run the 12.3 plugin on a 12.4 version of UE4. We should have the 12.4 version out imminently though :slight_smile:

If I switch sequence like that (real time and gradual) how long transition will last? Can I setup how long will transition take?