I’m get exactly now. haven’t touched my project for a while and I just converted it to 4.15 (using the installer for UE4 4.15)
However I cannot modify the Worley noise amplitude, as my trial license expired
I dont know whats changed but i have been having massive issues with 4.14.x (latest + 4.14.2 unreal) but my clouds are terrible. The whirly is set to 0 and it looks like i have it cranked up all the way. To top it off, the clouds dont reflect correctly (from reflection plane) and i get these broken circle things all over the place. I can only assume they are stars. The sun is a bright white line form its position to the player camera. The moon looks like a giant white circle (finally that works tho). It’s a hot mess lately.
, dont make me regret buying thing and have to switch to the ever-crappy SkySphere_BP. lol
root cause of the cloud: pixel render was set to 2 by default. Setting to 1 resolved the (render every pixel). The rest of the issues persist
Hello, I am trying to get working in the latest UE4 (4.15), I have the latest 4.1.536 build as of 2/28/17.
As soon as I create a sequence asset and add it to the TrueSkySequenceActor, the editor crashes when trying to render the next frame:
TrueSkyPlugin.cpp in FTrueSkyPlugin::RenderFrame at line 2306:
StaticSetRenderTexture("RainDepthTexture",GetPlatformTexturePtr(actorCrossThreadProperties.RainDepthRT));
actorCrossThreadProperties.RainDepthRT is invalid (0xcdcdcdcdcdcdcdcd).
Any ideas?
Yeah I have crashes too
I tried to use last 3 versions of plugin for 4.15 and still the same result (even in different machines)
same
do you have trueSKYMoon macros in blueprint?
MrBigWill, unless they are included in the plugin by default, no. the first time I’m trying , so I’ve never gotten it to run.
I dont have, because in folder of pluging there is no any macros file
For example in folder of unreal 4.14 i have it (F:\Epic Games\4.14\Engine\Plugins\TrueSkyPlugin\Content)
maybe they change to function?
How did you get it to work for 4.15? It crashes soon as I add a sequense.
I just installed with the 4.15 installer and then I just ported my 4.13 project to 4.15. My sequence was already added since before 4.13
[Edit : It’s ok, just need to be patient, really patient lol]
I am the only one not to be able to go on the site?
I am experiencing same… downloading the 4.14 version to see if I have any better luck -.-
may be due to a RainTexture right now; said he had a commit to make sometime shortly to hopefully fix it.
4.14 worked a charm. However having some conflicts with because of my custom render depth post processing material… Wondering if anyone has managed to resolve at any point? I’m trying to cover an integration tutorial for my customers integrating into the Multiplayer Survival Game Template, and disabling the post processing material isn’t really a viable solution at point haha.
Screenshot of: Screenshot by Lightshot
To fix the problem with crashing when adding the sequence asset to the scene actor, just connect all the render target textures etc. first (on the scene actor). At least worked for me.
is letting me down big time. Every release gets worse and worse. The clouds are horrid in 4.14. Very pixelated and distorted.
It’s slowly getting to the point where i would just rather use BP_SkySphere instead of messing with everything all the time.
is what I’m doing and I’m getting crazy already.
If I set sequence asset with blueprint with Fixed transition then sky will just jump instant to new visual settings no matter what transition time is set.
If real time transition is set then transition will take time into account and it will blend into new one (in my example I have used 60 sec).
But, sun will go all over the place and blend will go around 24h before rest in proper time (night will show for short time). is totally unsuable.
What I’m doing wrong? Can you help me with simple example if you get it to work?
I have even tried to duplicate same sequence and switch it with realtime transition and again blend will go over the place before set to right place at right time.
If fixed is used then transition will not work.
exactly. I am unable to get to work. there are no examples. now, what would be is simply a random int in the **** code to use their rain system thats already there. If thats possible, that would be great. Otherwise we are spending a lot of overhead swapping in and out blends, for, what i think, is pretty much no reason. Transitions are already there, particles are there, cloud (we will say all visuals) are there. Why is something we can not randomize in TS itself? you can set the storm but it hits once every “day” at that exact time … hmmmmm
i think those stars are for the word **** (aka “dang”)
what happened?
LogPlayLevel: Mygame: [2017.03.18-03.15.24:704] 0]LogInit:Display: Starting Game.:Display: Simul version 4.1 build 806
LogPlayLevel: Mygame: :Display: Loaded dynamic library …/…/…/Engine//binaries/thirdparty/simul/Win64/TrueSkyPluginRender_MT.dll.
LogPlayLevel: Mygame:
LogPlayLevel: Mygame: [2017.03.18-03.15.24:977] 2]:Display: Simul version 4.1 build 806
LogPlayLevel: Mygame: [2017.03.18-03.15.24:977] 2]:Display: Loaded dynamic library …/…/…/Engine//binaries/thirdparty/simul/Win64/TrueSkyPluginRender_MT.dll. d:\jarvis\releases\simulversion\4.1\simul\platform\directx11\createeffectdx1x.cpp(362): warning B0001: D3DX11CreateEffectFromBinaryFile cannot find file …/…/…/Engin
e//plugins/trueskyplugin/shaderbin/Win64/debug.fxo
LogPlayLevel: Mygame: :Display: Shader binary path is …/…/…/Engine//plugins/trueskyplugin/shaderbin/Win64/
LogPlayLevel: Mygame: LogWindows:Warning: CreateProc failed (2) …/…/…/Engine/Binaries/Win64/CrashReportClient.exe “I:/CE/Mygame/Saved/StagedBuilds/WindowsNoEditor/Mygame/Saved/Logs/UE4CC-Windows-FFEC044F42A0B43C6EA0E4922BF9AD08_0000” -AppName=UE4-Mygame -CrashGUID=UE4CC-Windows-FFEC044F42A0B43C6EA0E4922BF9AD08_0000 -DebugSymbols=…....\Engine\Intermedia
te\Symbols
LogPlayLevel: Mygame:
LogPlayLevel: Mygame: [2017.03.18-03.15.25:908] 2]LogWindows:Warning: CreateProc failed (2) …/…/…/Engine/Binaries/Win64/CrashReportClient.exe “I:/CE/Mygame/Saved/StagedBuilds/WindowsNoEditor/Mygame/Saved/Logs/UE4CC-Windows-FFEC044F42A0B43C6EA0E4922BF9AD08_0000” -AppName=UE4-Mygame -CrashGUID=UE4CC-Windows-FFEC044F42A0B43C6EA0E4922BF9AD08_0000 -DebugSymb
ols=…....\Engine\Intermediate\SymbolsLogThreadingWindows:Error: Runnable thread RenderThread 1 crashed.
LogPlayLevel: Mygame: LogWindows:Error: begin: stack for UAT
LogPlayLevel: Mygame:
LogPlayLevel: Mygame: [2017.03.18-03.17.02:477] 2]LogThreadingWindows:Error: Runnable thread RenderThread 1 crashed.LogWindows:Error: HandleError re-entered.
LogPlayLevel: Mygame:
LogPlayLevel: Mygame: [2017.03.18-03.17.02:477] 2]LogWindows:Error: begin: stack for UATLogWindows:Error: === Critical error: ===
LogPlayLevel: Mygame:
LogPlayLevel: Mygame: [2017.03.18-03.17.02:477] 2]LogWindows:Error: HandleError re-entered.
LogPlayLevel: Mygame: [2017.03.18-03.17.02:477] 2]LogWindows:Error: === Critical error: ===LogWindows:Error:
LogPlayLevel: Mygame:
LogPlayLevel: Mygame: [2017.03.18-03.17.02:477] 2]LogWindows:Error: LogWindows:Error: Fatal error: [File:D:\Build++UE4+Release-4.14+Compile\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 791]
LogPlayLevel: Mygame:
LogPlayLevel: Mygame: [2017.03.18-03.17.02:477] 2]LogWindows:Error: Fatal error: [File:D:\Build++UE4+Release-4.14+Compile\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 791] LogWindows:Error: Rendering thread exception:
LogPlayLevel: Mygame: LogWindows:Error: Fatal error!
LogPlayLevel: Mygame: LogWindows:Error:
LogPlayLevel: Mygame: LogWindows:Error:
LogPlayLevel: Mygame: LogWindows:Error:
LogPlayLevel: Mygame: LogWindows:Error:
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Client exited with error code: 3
LogPlayLevel: 在 Project.RunStandaloneClient(List1 DeployContextList, String ClientLogFile, ERunOptions ClientRunFlags, String ClientApp, String ClientCmdLine, ProjectParams Params) LogPlayLevel: 在 Project.RunInternal(ProjectParams Params, String ServerLogFile, String ClientLogFile) LogPlayLevel: 在 Project.Run(ProjectParams Params) LogPlayLevel: 在 BuildCookRun.DoBuildCookRun(ProjectParams Params) LogPlayLevel: 在 BuildCookRun.ExecuteBuild() LogPlayLevel: 在 AutomationTool.BuildCommand.Execute() LogPlayLevel: 在 AutomationTool.Automation.Execute(List
1 CommandsToExecute, CaselessDictionary1 Commands) LogPlayLevel: 在 AutomationTool.Automation.Process(String] Arguments) LogPlayLevel: 在 AutomationTool.Program.MainProc(Object Param) LogPlayLevel: 在 AutomationTool.InternalUtils.RunSingleInstance(Func
2 Main, Object Param)
LogPlayLevel: 在 AutomationTool.Program.Main()
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
LogPlayLevel: Completed Launch On Stage: Run Task, Time: 99.404673
LogPlayLevel: BUILD FAILED
is a fatal error when I launch project !