[RELEASED] for UE4: Complete Sky and Weather System

You have to make the time node
add veriable:
name it Time
make it a float
compile
add a getter for Time (little round one)
ad a setter for time (bigger one with SET on the title)

It is possible replicate weather in multiplayer with ?

Been evaluating the system. While playing with the values i encountered crash. Wanted to report it . Blank first person project with compiled (4.14). UE 4.14.0 without any other plugins.

simul_bugreport.png

Edit: Happened a 2nd time, was able to gather a bit more data.

Hi ,

Where can we request features/changes?

Specifically, can you set the default install directory to actually match where UE 4 gets installed, rather than C:\Program Files\Unreal Engine.

Also, can you set the default sky settings to match the nice demo videos? It saves us a lot of trouble trying to play around with the settings and squinting at the demo video to figure out what settings are being used.

Thanks!

Yes. Absolutely is. I replicate it. Ark replicated it as well.

deleted
posted in another open forum and the post came instead.

I see 4.14 version is up, finally :smiley:

The skies looks much better without having to touch the settings in the 4.14 version :slight_smile: Thanks for the update!

The skies looks much better without having to touch the settings in the 4.14 version :slight_smile: Thanks for the update!

Is anyone else having trouble packaging with version 4.14? I always get error:

“UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Can’t deploy C:\Binaries\ThirdParty\Simul\Win64 rueskypluginrender_MT.dll because it doesn’t start with C:.…\Unreal Projects\TestProject or C:\Program Files (x86)\Epic Games\4.14”

Same , can’t package with 4.14

EDIT: Fix:
Alter TrueSkyPlugin.Build.Cs and change the variable BasePath to reflect your engine installation. In my case i could package it fine by changing it to my engine installation folder.

Hello my simul plugin isn’t active because my username for simul is different from ue4 and github is their a way to change it? Their doesn’t seem to be an option to change it on their website anyone had is problem.
thanx

I understand what you meant, the problem is i don’t have any related material nodes at all available. Are you still supposed to copy over the macro.uasset file? I could not find that aswell.

Edit: Looking in the docs, i see picture


I do not have that folder, neither can i find the textures under /plugin//. There is no Content folder at all.

Edit2: I reinstalled the binary and it brought the folder in, now i still have an with some strange godray looking stuff around the sun, but i’ll probably figure it out.

Edit3: Ok, what is ?

The node is in the blueprint, so, you will need to open your material up (like in the example i provided) and right click in the graph and type “” and you will see a node for transparency
That ring thing, or line, that’s from using true sky 4.13.X. The seems cleared up in 4.14 version.

The with the nodes has been sorted (by re-installing the binary), but i’m using 4.14 version and still getting the ring/line-thing.

nice to hear the node thing was resolved!
As for the rest, im not sure. I only see weird stuff when i set the day/night cycle fast. timing of 120 seems ok, i dont see that ring anymore. Setting to 60 i get crazy . Also the Skylight.

Also - i used the installer version, not the “compiled” version.

I’ve got the trial running with VoxelFarm and it’s pretty amazing right out of the box!

Is there any guide/documentation for getting a dynamic point light to illuminate the clouds? I’ve tried using Set Point Light as the documentation recommends, but it seems to have no affect on the clouds. (The effect I’m going for is the glow you would get from a big meteor shooting through clouds. Or maybe a massive rocket lighting up a good portion of the clouds in the sky.)

Thanks for posting that fix, but somehow it doesn’t appear to work for me. I changed the line to the following, but the error message remains the same.

string BasePath = System.IO.Path.Combine(“C:/”, “/Program Files (x86)/Epic Games/4.14/Engine/Binaries/ThirdParty/Simul”, platformName);

We’re talking about the “TrueSkyPlugin.Build.Cs” in the engine folder, right? Because the one in my project folder does not have a BasePath variable.

Never mind, stupid mistake on my part!
Changing the BasePath works, thanks again for the fix!

So I’m having a horrible time trying to figure out, maybe some of you know what I maybe doing wrong. I just bought in, and our project deadline is early January so I really need to figure out, but have been at it for over a week now.

Every time I build out and package a dedicated server and client to go with it, ONLY with am I getting a crash. Not on the server, oddly enough that keeps on running and I can try to bring another client up and connect again. However, the client does crash upon the initial load of the server map (I’m using a modified MMO Kit, bascially there is a start level for the client then it transitions to the server hosted map.) When it transitions, it talks to the server and database just fine, gets its key then crashes.

The server logs show that the join request was good, posts the net speed and all of that good stuff, but then line happens followed by the server closing the connection and the client crashes. The line as follows:

[2016.12.19-02.50.46:031][553]LogCharacterMovement:Warning: GetSimulationTimeStep() - iterations 8 hit while remaining time 18.556950 > MaxSimulationTimeStep (0.050) for ‘ModularPlayerMale_C_0’, movement ‘Falling’

On the client side at the same time the crash occurs, 's what I get.

[2016.12.19-02.50.45:941][685]LogRenderer: Reallocating scene render targets to support 640x360 (Frame:688).
[2016.12.19-02.50.46:028][687]LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//SlateLoadingThread///Thread_4864_0///####STATCAT_Advanced#### old //STATGROUP_Threads//SlateLoadingThread///Thread_2388_0///####STATCAT_Advanced####
[2016.12.19-02.50.46:451][687]LogWindows:Warning: CreateProc failed (2) …....\Engine\Binaries/Win64/CrashReportClient.exe -AppName=UE4-CleanThirdPerson -CrashGUID=UE4CC-Windows-A45B57424A2D7E1A994AE48D4385E1C1_0000 -DebugSymbols=…....\Engine\Intermediate\Symbols
[2016.12.19-02.50.46:451][687]LogWindows: Could not start CrashReportClient.exe
[2016.12.19-02.50.46:451][687]LogMemory: Platform Memory Stats for WindowsNoEditor
[2016.12.19-02.50.46:451][687]LogMemory: Process Physical Memory: 1228.55 MB used, 1320.46 MB peak
[2016.12.19-02.50.46:451][687]LogMemory: Process Virtual Memory: 2027.35 MB used, 2027.48 MB peak
[2016.12.19-02.50.46:451][687]LogMemory: Physical Memory: 8859.10 MB used, 16329.90 MB total
[2016.12.19-02.50.46:451][687]LogMemory: Virtual Memory: 2473.20 MB used, 134217728.00 MB total
[2016.12.19-02.50.49:006][687]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2016.12.19-02.50.49:006][687]LogThreadingWindows:Error: Runnable thread RenderThread 1 crashed.
[2016.12.19-02.50.49:006][687]LogWindows:Error: === Critical error: ===
[2016.12.19-02.50.49:006][687]LogWindows:Error:
[2016.12.19-02.50.49:006][687]LogWindows:Error: Assertion failed: !DrawUPData.OutVertexData && !DrawUPData.OutIndexData [File:c:\program files (x86)\epic games\unrealengine-4.13\engine\source\runtime\rhi\public\RHICommandList.inl] [Line: 14]
[2016.12.19-02.50.49:006][687]LogWindows:Error:
[2016.12.19-02.50.49:006][687]LogWindows:Error:
[2016.12.19-02.50.49:006][687]LogWindows:Error:
[2016.12.19-02.50.49:006][687]LogWindows:Error:
[2016.12.19-02.50.49:006][687]LogWindows:Error: Crash in runnable thread RenderThread 1
[2016.12.19-02.50.49:008][687]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2016.12.19-02.50.49:008][687]LogWindows:Error: HandleError re-entered.
[2016.12.19-02.50.49:008][687]LogWindows: FPlatformMisc::RequestExit(1)
[2016.12.19-02.50.49:008][687]Log file closed, 12/18/16 18:50:49

For debugging problem (in which it’s still occurring) there is nothing in the event graph to mess with the lighting or scene. I’ve cleaned out the level to bare-bones, setup following documentation including the bits with inserting the code for deployment. I am packaging both server and client as development, and I’m using the repo version of for 4.13 with a built engine of the same name. I’m really starting to get desperate and I’m at a loss as to what could be causing the, if anyone can help that would be so amazing. It’s worth noting that I’ve packaged a working version each step now, changed a little in the level, repackaged, repeat, up until I get in the level. It works up until I get it in, then it just breaks. Is a known? I couldn’t find anything during my research into problem to be quite honest.

Edit: Okay, I take back lol. Spent the day upgrading from 4.13 to 4.14 yesterday and the seems to have been resolved with dedicated server builds. It looks like it may have been a conflict with simulation time, though I’m not sure how.

Team -

Im trying to setup a randomized weather using BPs and
Is there a documented method for ? Sadly, the sequencer with TS doesnt really “randomize” it, since, its all based on time tables and loops.

looking to have something like:
always “clear skys” and between 6 hours and 9 hours it will rain for X amount of random time. Then another timer will kick in and say “its cant rain for another 3 hours to 7 hours” and then a loop back to the original timer for the rain. Maybe even a little more in-depth then that, but, thats the idea

I know Ark used a full sequence with matinee for it, but, as far as i know, we dont use that anymore since TSSequencer is now. Im not sure - let me know where i can find documentation.