[RELEASED] for UE4: Complete Sky and Weather System

Ages ago I wrote a solution for that can be found : https://.unrealengine.com/showthread.php?71232-TUTORIAL-Let-it-rain!-(But-not-indoors

However won’t help you with rain if you can’t apply custom materials to it. That being said, I’m sure already captures scene depth info so implementing something like ought to be trivial (I might be wrong on though!).

I’ll have a look. Thanks!

Not currently, unfortunately. But…

We’ll have a look and see if approach can be worked into .

Thanks for the link. :slight_smile:

Currently the UE4 plugin only works for PC.

Hello Simul Team, or anyone that can help, i am currently evaluating , I am using the 4.12.4 installer on 4.12.5 launcher engine, and all seems to work, but i have some issues with translucent materials, i have added the render textures to the sequence actor, and i added the tryeSKYTransparencyModifier node in my material, (ocean in case), and it seems to overlay the clouds properly, but if get weird depth errors if there is something underneath the translucent material, AND clouds overlaying, are some link to images showing the bug.
(I keep getting database errors trying to upload the images to forum).
First with no landscape underneath, all seems to sort properly.

Second with a terrain underneath tranlucent material, terrain pokes through where there is cloud overlay.

Please let me know if there is something i missed in the setup, or if is a known bug that can be fixed. as i would love to buy the license soon but need to know that these issues can be solved without modifying the engine´s rendering pipeline.

PD: i am also getting the missing Qt5Core.dll notification.

Are we able to edit the sun?
Like change the size of it, change the bloom, things like that?

When updating is there anything that needs to be done besides reinstalling the plugin (if using the binary)? Do I need to re add the trueskysequenceactor or remake anything in the project like the weather asset?

If you go into the sky layer on the sequencer (click on the word “Sky” on the left of the timeline), you should see various settings for the sun (and moon). For example, to change its size alter the diameter parameter. Additionally you can adjust the azimuth and elevation of the sun/moon per keyframe, by selecting a sky keyframe and deselecting automatic position.

If using the binary installer and you haven’t switched branches, then just running the installer over the same directory should be fine.

Thank you. I didn’t know that Sky was a button.
But, how do I change the bloom of the sun?
Currently all I see is

You could try the brightness power setting in the sky layer but to me that doesn’t look quite right there. Is that how the sun looked by default, for you?

That sun just has a little larger radius than the default one.
Changing the brightness setting just made my whole world dark.
Is there no simple bloom config?

Sun and Brightness are two completely different things. Within the True Sky Sequence Window, click the “Sky” Button to the left of the timeline that holds the keyframes. There should be a new set of settings that will display above the keyframes. Scroll down until you find “Sun” section and change either the Diameter to change the sun’s size and/or Brightness limit.

Hope helps!

I got brightness power and brightness limit mixed up then, apologies. As says, the brightness limit should help. There isn’t a bloom setting.

I’ve tried the brightness limit and it seems to do nothing.
On 4.12 latest binary build.

I’ll take a look into .

Are you okay with the general brightness of the scene, rather it’s just that the sun itself is too bright?

Scene brightness is great!
The only problem is the blinding sun.

Take a look at your UE PostProcess volume - the default bloom may be overkill for 's sun. Try decreasing the intensity value by about 90% and see if that helps. Or decrease the size of the various blooms. Also take a look at lens flare settings.

We render the sun using physical values - means that the radiance of the sun circle has the physically correct ratio to the sky around it. But that also means that it’s very, very bright - the numbers are large. For reason, as well as having control of the sun’s angular radius, we also introduced the parameter “MaxSunRadiance”. When the pixel value of sun radiance goes over value, it will be clamped, but the sun’s visible radius will be increased to compensate, so that the overall irradiance (radiance*angular area) remains constant.

Thank you so much!
HUGE brain fart moment.
I just set the bloom in post processing to 0 and it looks much better.
Completely forgot about that.

Do we have access to change the rain?
I think I saw I method to check if there was a cloud above you. That could be used to trigger custom rain, but is there any way to change the rain built into the plugin?

Also, I can’t seem to figure out how to get cloud shadows. The clouds also don’t block sunlight, causing everything to still have shadows like daylight when it’s really cloudy out.

Hello… My moon is weird. I’ve tinkered with the sequencer, and by increasing the diameter a lot, I managed to find it! However, it’s not showing up at night, but also during the day. I understand that due to Earth’s rotation, the moon is not always opposite of the sun, but my is that, given it is a moonless night, the SkyLight during night is excessively bright. Works perfect during the day, but at night flattens everything. 's a couple of screenshots. Any tips on how to set the SkyLight intensity, or instructing night to be darker would be appreciated.


Latest version of the plugin has my sky rendering vertically (ie, sideways). :frowning: