[RELEASED] for UE4: Complete Sky and Weather System

Thank you for investigating.

Oh, I don’t know where that is (Developer->Visualize->Mesh Distance Fields).

But I think I know how to reproduce.
When some static meshes are placed on landscape, that will occur.
Skeletal meshes are OK. It seems only static mesh.
I also tested in default sky.

Could you take a look and I hope it helps to investigate.

In (placing my asset)

In (placing unreal asset)

In default sky (placing unreal asset)

you found the solution?

Just wondering …

If there have been changes, such as “you dont need a seperate sun/moon” any longer, the documentation hasnt been updated for such.
Is there a new proper blueprint set for default day/night cycles?
After reading that TS has been functional since the latest update, i gave it a whirl again. I notice that my landscape is the same brightness in the night as it is in the day.
Hiding the “moon” directional light seems to resolve, so, i deleted it. Ultimately, it didnt matter, the sun still lights up the landscape when not visible.
So, since, it shoudlnt be seen, i brought the moon light back and hid the sun. Seems to work ok, since, only 1 light at a time …

now the rub …

In the blueprint, using the " Lighting" i cant compile without a sun/moon combo. Lets say i use the one directional light for both, no change from day to night …

what would be the ideal “default” setup for at time?

That blueprint still works, but there was recently an addition of UpdateLight and UpdateLightComponent that lets you use a single directional light actor/component (respectively) and you’ll get both the moon/sun lighting through that.

And, yarp, I’m going to be updating docs week, then a demo to follow. Apologies for that.

nice, thanks

Given the recent developments and significant changes, I have a few questions:

  1. Is the “merge repo” still a proper / supported workflow for projects using custom source engine builds, and if not, what is the alternative?

  2. Would it be sensible to request another 30 day evaluation period given that seems to be a completely different product to what it was ~2 years ago?

  1. I exclusively rely on the repo for my custom UE4 fork, so I’d say it’s still valid.
  2. E-mail about .

Hey y’all, I’m going to be starting to update the documentation a bit today to bring it current; if there are any topics you’d specifically like covered that aren’t, just let me know!

's a bit of an update to the Blueprint page: .simul.co/unrealengine/Blueprint.html

Just wanted to thank you for . Really happy to see that Simul is putting more effort into customer support.

Thanks! I am just helping out for a bit because of my charming looks and winning personality. Also I need money for food to eat. And because, as a user myself, I legitimately dig .

I hope to have some really rad improvements/changes/updates to show off towards the end of week/early next week, so hopefully they are all wonderful.

Im am using :
http://docs.simul.co/unrealengine/images/SettingTime.png
Minus the “Set Time”. Set –> Node (i forget its exact name right now)
From that Node i plug in sun and moon … tick update time. Leave the brightness at default for sun/moon.

Either way, is the proper way now? Just trying to get a general cycle, nothing fancy.

I’m not sure I follow your question. If you use UpdateLight/UpdateLightComponent, you can just pass in the one light, and the system will take care of the rest (ie, displaying the moon vs. the sun, orienting, etc.).

setup as shown in the pic, and, i get no rot from the sun and no “time of day”

EDIT: got the time of day working.

ISSUE: My clouds get very pixelated on update. They start “skipping” in the sky. Using a default setup for testing.
Is something thats just due to the speed of the time of day? I have it set to 360 right now ( Time float).

Are you calling UpdateLight or UpdateLightComponent after setting the time? Setting the time alone does not alter the lighting.

Great to hear! Looking forward to seeing more. Thank you.

i got it working - i set it in the wrong place (my own error while being sleepy)
Only(s) i have right now is/are:

  1. Clouds are pixelated really bad as they move
  2. Clouds are moving very choppy (even at 50+ FPS)
  3. massive light bleeding from the landscape (the landscape itself is lit up at all times like day time, anything that isnt “exposed” is dark.
    ^most likely my own issues. I think expo. height fog is causing issues. 1 & 2 are TS tho.

Can you take some screen shots of these? It makes it so much easier for me to figure out what could be the cause.

Absolutely. I will send them later today when i have access to it all.

Thanks

Not a single problem in the world, glad to hopefully be able to offer to help.

Let me know if that image doent work