[RELEASED] for UE4: Complete Sky and Weather System

Sure thing, I’m glad to help in any way I can. I’m using the True Sky Light with default settings. I’m driving the sun and moon via blueprint. Sun, moon and True Sky Light are set to movable. I’ve tried using both trueSKYSun/Moon and trueSkyLighting with same results.

's my setup in the level blueprint. I kept both ways of driving the sun and moon in the capture but I’m aware to only use one or the other. Do they look setup properly?

That looks fine to me :slight_smile:

Do you get either/both of the issues with the default skylight?

It seems it’s a problem with the True Sky Light. I don’t experience the sudden day to night light or the blue-tint I was having with the landscape textures with default skylight. The level is darker at night when using the default skylight - as mentioned already in the documentation on the website.

Hi

I just installed 4.12.4_4.1.283 binary. I think I am missing some files in my folder thought I am not sure which ones. is what is in the folder currently.

Also the sun is insanely bright (large, overhwleming). I have tried turning down all sorts of things like the intensity and bloom in post process and diameter in the sequence asset.


(thats the width of the screen).

Also there is a bright reflective spot always in the same location of my water surface no matter the time of day or the settings for other objects.

Everything is very bright at night as well even with the skylight intensity set to .001. If I set it to zero things go pitch black like there is some huge multiplier on the skylight intensity. (Comparison)


None of these problems were present previously. Any thoughts on what is going on with them? Some kind of brightness multiplier on everything?

Thanks!

EDIT:
285 didn’t help and I went back to 272. It got a lot better again but some things aren’t working like the latitude influencing the sun position. I’m going to try and make sure my DDC and all that other stuff is deleted and see if it works. May go for a full reinstall using 272 and see.

Does anyone know how to access the calendar? I’m trying to get (or set) particular date and time info after setting the date in the Asset. Right now it seems I can only get a number for whatever day it is from the starting day (e.g. “day 5.54”), rather than a detailed Date & HH:MM:SS readout. I’m setting my start date in the Asset and ideally could just drive that value to drive the days, and also read what day, hour, etc it is.

The system is limited to 4096 days. I’m guessing is a hardcoded value. Could be increased?

I am trying to evaluate 4.1, and building from source.

When I run GetBinaries.bat, I get the following error:

C:\Users\xxx\Documents\GitHub\UnrealEngine\Engine\Plugins\TrueSkyPlugin>echo Set fso = Nothing 1>>“C:\Users\xxx\AppData\Local\Temp_.vbs”

C:\Users\xxx\Documents\GitHub\UnrealEngine\Engine\Plugins\TrueSkyPlugin>echo Set objShell = Nothing 1>>“C:\Users\xxx\AppData\Local\Temp_.vbs”

C:\Users\xxx\Documents\GitHub\UnrealEngine\Engine\Plugins\TrueSkyPlugin>cscript //nologo “C:\Users\xxx\AppData\Local\Temp_.vbs”
C:\Users\xxx\AppData\Local\Temp_.vbs(3, 1) Microsoft VBScript runtime error: Object required: ‘objShell.NameSpace(…)’

Using Windows 10
(On a positive note, it looks like a binary install on a separate laptop machine is working)

The main problem is when running UE
:warning: …/…/…/Engine//binaries/thirdparty/simul/Win64/TrueSkyPluginRender_MT.dll not found.

GetBinaries downloads TrueSkyPluginRender_MT among other things. If it’s not working, you can get around by going to ftp://ftp.simul.co//unreal and downloading the appropriate zip (the filenames are obvious). Then unzip it to Engine//binaries/thirdparty/simul.

Thanks for confirming . We shall take a look.

Hi,

At a glance, I don’t see anything wrong with your installation folder. What makes you think you were missing files?

As for the brightness, is the Unbound box checked in the Post Process Volume settings? I’ve noticed that checking that can help, so for testing purposes, try checking it and turning bloom down all the way to 0. In my experience, the PPV and just don’t get along so it can take a bit of experimenting.

That said, if none of that helps then perhaps it isn’t the PPV, so let me know!

To my knowledge there isn’t any way to do , though you *should *be able to convert manually. For reference, 0.0 is 01/01/2000 at 00:00 and leap years are taken into account (2000, 2004 etc).

And I don’t quite follow when you say it’s limited to 4096 days, as the present day has a value of around 6000?

Thanks for the reply!

To clarify on the 4096 – it stops 4096 days from whatever day I started on. So if I set it to start on Jan 1, 2000, it’ll stop 4096 days from that. (Not sure what exact day that is, but 4096 is around 11 years of time). To verify I setup a counter for the days passing in Blueprint.

Thanks for looking :slight_smile:

I’ve tried bound and unbound PPV and disabled all custom settings including the bloom as well as setting bloom to 0. I’ve also tried setting the sun radius and brightness very low as well. I didn’t use a skylight and I didn’t try tweaking the brightness value in 285. Not much time to experiment at the moment but do you think those might have an effect?

I have been able to get everything working well again with version 272.

Ah, I see. There is no good reason as to why it should do that, so I’ll note as a bug and look into it for you.

In the mean time, as a workaround, have you tried dynamically altering the start date before it reaches 4096? I would assume that it would then count up to another 4096 days from that point, though I may be wrong of course!

It would be helpful also if you could show me the blueprint you mentioned?

It’s possible the True Sky Light would fix it, but I can’t guarantee that.

I haven’t managed to reproduce the problem myself, but I did try a slightly later version of the binary. I’ll try the exact binary you used and the repo too, and see if I can spot when/if it occurs.

Just to add, it’s quite possible that the is to do with how frequently we’re updating the cubemap. If you go to Windows -> Overlays, there is an option to show cubemaps. might illustrate any problems a bit better.

I would be interested to know the effect of updating the time very slowly as the sun sets, and seeing if you still get problems? If not that might indicate the aforementioned capture frequency as the cause.

Great thank you! BP for advancing time is attached. By default a day proceeds at 60 sec/daycycle.

I haven’t tried altering the start date – wasn’t aware that was possible? For the setup I have I need to have a long strech of time though (many continuous years) so resetting back the days probably won’t work out for me.

I’m having some issues with 4.12.5 As soon as i start tweaking in certain camera angles my screen turns black, if i rotate the camera it goes back to normal again. when i start tweaking viewport just starts flickering to black and normal constantly. However when i launch the game it’s all good. So it’s only in editing mode.

It’s not always happening but the other thing is once i save the level with the setting i want it doesn’t want to open again and crashes the engine with no error report or anything like that.

Also I’m having a problem with clouds shadows, as soon as i connect M_lightFunction to the light source happens


They are sort of downscaled and moving wrong direction, not the same as clouds do.

Also would be if someone could please explain me why my sun brightness never matches what i see in the editor once i launch simulation?

I’ve got a few good ones from our upcoming game!

](http://.com/wp-content/uploads/2016/08/truesky_demo_1.jpg)

](http://.com/wp-content/uploads/2016/08/truesky_demo_2.jpg)

](http://.com/wp-content/uploads/2016/08/truesky_demo_3.jpg)

](http://.com/wp-content/uploads/2016/08/truesky_demo_4.jpg)

Are you using the repo or the binary? If it’s the binary, what plugin version/branch are you using?

Thanks

First off, thanks for posting these you two. They’re great. :slight_smile:

For any images we use, how would you like to be credited? Do you want any company logos shown? Any links to websites? We can put “©2016 [your name ]. All Rights Reserved”, etc.

If you’d rather sort out the logisitics confidentially, feel free to PM me or email me at @simul.co.

Again though, thanks to both of you for submitting these. We love seeing being put to great use.

Hi ,
It´s ok for me to use “©2016 FutureLighthouse. All Rights Reserved” and “©2016 . All Rights Reserved”.
Thank you very much.

Feel free to use anything of ours you see; I don’t care so much about logos or copyright notices unless you feel they’re necessary, but if you use them, use the studio name “* Studios*”. Links to sites below for more information:

Game: http://www.ethereallegends.com

Studio: http://www…com

About: http://www…com/about

Anything I can do to give back, just let me know! has saved me a ton of work, and added a level of quality to our project that would otherwise probably not be there. Definitely an A+ middleware, and I’m proud to be a customer.

I downloaded one yesturday. Will try to new one thought now

's my small bit of a screenshots :slight_smile: let me know if you need some bigger pictures or anything. Still WIP thought.

Great stuff. Thank you!

We’re always glad to hear that people are enjoying the software! :slight_smile:

Thanks for the links and info.

That looks really nice.

We would probably need less WIP-style screens for our website (i.e. screens from packaged projects rather than editor snapshots). Depending on whereabouts in development your project is, you could always send screens at a later date, but that’s clearly looking like a great use of already. :smiley:

Let me know if that fixes it. In the mean time I will test the specific version and the latest/repo version on the 4.1 branch and see if I can reproduce the.

Thanks

EDIT: There does seem to be an with the light function so we’ll have a look and see why the cloud shadows are incorrect. As for the other issues, the crashing should be fixed now. And the brightness, my hunch is that it’s some UE4 post process silliness. I would suggest looking at the other Unreal settings. Perhaps turning off auto exposure and/or adjusting some post process volume settings (i.e. bloom).