[RELEASED] for UE4: Complete Sky and Weather System

Hi all,

I just wanted to share something from my WW1 flying game. It features very heavily. Most game play will take place in clouds, using the clouds as obstacles, hiding spots etc. I’m slowly getting to grips with all the different looks you can create in , it’s very impressive. For me the lighting integration with clouds is a massive, massive bonus. Anyway I snapped quick shot last night.

Hi,

looks great. We are looking for content to put on our website so if you’d be okay with us potentially showing off , just let me know what kind of attribution you’d like. I.e. “©2016 [your name/company name ]. All Rights Reserved”

Thanks

@
Is there a tutorial for randomizing weather?
I tested out like 4 different sky setups and i landed on one after a ton of testing. Finally got a sky setup im happy with (still on the 30 days free) and im wondering how to “add” the weather (rain) with the cloud changes. Looking to make it random (between X and Y time)

Also - does the sub version (or the indi paid version) open up ALL the cloud options?

is something I do want to write a short tutorial / some examples on. But generally there are two approaches:

  1. Change the keyframe values directly. So for example you could have just one cloud keyframe, and then make blueprint calls to change its values.
  2. Make multiple sequences and interpolate between them. If you made one for each kind of weather you wanted then you could randomly switch to another sequence and will interpolate between the two.

There is information on how to edit a keyframe’s values in blueprint , but if there’s anything you don’t understand then do let me know and I’ll do my best to help.

Unfortunately in the current 4.1 version we are having problems with rain, so if you don’t see any rain then is probably why, but should be fixed imminently. To achieve rain you just need to set the cloud keyframe’s rain strength and cloudiness values high enough. Try increasing both until you can see the rainfall (though like I said may not work at the moment).

Nothing is locked functionality-wise, with two exceptions. If your license expires you won’t be able to edit keyframes etc, and if you purchase the full SDK ( is aimed at larger game studios) then you get access to the codebase itself. But assuming your license is valid (or your trial is still active) then you should have full functionality. :slight_smile:

@
ok thanks for the follow up -
I am only seeing 3 cloud options (i would provide SS but im not at the computer at time)
i think really the only thing “missing” from the “how-to” is the weather features. All other basics are pretty well documented.

Hi,

I don’t quite understand what you mean. Are you talking about the sequencer? You should be able to access a variety of options for both 2d/3d clouds in a sequence via cloud keyframes (right click and create, then just click on the new keyframe) and cloud layers (click on 3D clouds or 2D clouds on the left).

A screenshot would be helpful when you get the . :slight_smile:

I think so, in the sequencer. I see 3 for 3D and i havent looked at the 2D ones … but i only see 3 options for the 3D.

You can see the full list of what you should see in the sequencer .

Send me a screenshot of what you see (or don’t!) in the sequencer when you can and we’ll go from there.

Correct me if I’m wrong, but I think he’s talking about the left side buttons with grayed and white buttons (eg. Cumulous, Stratus, etc). At least, its the closest thing to what he’s describing (3 3D which are the 3d cloud templates on the left. 2 2D on the left, Clear Sky, Fog.)

yeah - we squared it away in a PM lol …

Cumulonimbus clouds, are they possible with ?

Indeed he was talking about the presets. All sorted now. Thanks :slight_smile:

It is technically possible to implement them yourself but as you may have noticed, there is a preset for which currently isn’t selectable.

will be working in Simul 4.2, which has an eta of ~4-6 weeks. If you can wait that long I’d recommend just holding fire and using the preset then, to get instant Cumulonimbus clouds :slight_smile:

what are the improvements that have been implemented in new version ?

Nice, great answer! Looking forward to those thick towering clouds out of the box.

Would you by any be having a sale to coincide to the release of 4.2? :slight_smile:

If yes, that would make it the perfect answer. :wink:

In Simul 4.1 or the more recent additions? We generally update most days with bug fixes etc.

We are working on implementing changelogs etc; is probably the most requested . But generally of late we’ve revamped how the stars work, introduced a custom sky light, improved lighting and have been improving console support.

Haha. That’s not really up to me :slight_smile:

hah. All good. Let me just say if it hasn’t already been said, your work and efforts are appreciated by the community. Great to see Simul be so active and supporting their product.

Can’t wait for the cumulonimbus preset, it was the first thing I wanted to try and make :slight_smile: I struggled for a long time trying to work out how to make a very tall expanse of 3D clouds that had nice natural shapes. The screenshot I posted earlier was the closest I’ve come to the look I want to achieve.

A question about interpolating between cloud sequences - is it possible to lock the interpolate at a certain percentage, and not have it animate from A to B? For example, say I’ve got a sequence with very low extinction/high diffusion clouds, and another with more dense/heavy rain type clouds. Maybe they have different base layer heights etc etc. The kind of sky you might get after a storm say. Is it possible to do a 50/50 mix of the two?

is there a performance hit whenever you blend from one sequence to another?

Hey folks, I’m having a lot of troubles getting fogging, and opacity correctly on transparent materials especially particles.

Basically fogging does not occur even when the material is hooked up to the transparency modifier.

And that even though the particles are in front of the clouds it will occasionally disappear and leave weird artifacting.

vs How its supposed to look like MFHngR1.jpg

And I’ve found on the latest build on 4.13 clouds do not cast shadows.
Sorry about the image spam but I hope these issues get resolved. Other than that integration has helped a ton in improving the visuals of the game :smiley:

Hi again. Any news on ? :slight_smile: I still haven’t found any way to get rid of and I’m supposed to record our teaser but can’t while it looks like .

Thank you!

Glad to help :slight_smile:

I’m not 100% sure I understand what you mean, but in terms of interpolation it will move from A to B. If you wanted a full sequence which was a mix of the two, then making another sequence manually is probably best way to go.

And I don’t think there is a noticeable performance hit, though I will confirm .

Thanks for letting us know. I’ll take a look into .