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.
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.
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
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).
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:
Clouds are pixelated really bad as they move
Clouds are moving very choppy (even at 50+ FPS)
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.