[RELEASED] for UE4: Complete Sky and Weather System

Yeah, apologies for the delay; it’s our bug queue, just haven’t gotten to it yet.

I get some flickering similar looking artifacts but I have only noticed it on my character(skeletal mesh) and the gun(skeletal mesh) it’s holding when I move.
goes away if I turn off , is it the same or is caused by something else?

May…be? I don’t know, that’s really odd. I’m assuming that’s okay when your character/gun are against the sky, and not just in general?

It actually does affect other meshes placed in the world, never noticed it before, it’s a lot more apparent on the character.
It only happens against the sky. If I look straight down so I can’t see the sky it looks normal.
Then it I’m guessing it’s the same thing. Thank you!

Any date for any promising updates?

Are cloud shadows still inop?

I have to say… Great plug-in. I bought a license. But after a while I realised that: building, compiling get latest version from fork, change bat file… Is highly enlarging my iteration time… so I dropped it. Please simulsoft with Sugar on top. Please make a plugin for none coders. Just press built button and… Voila… working prototype. I am a none coder have the plugin in my projects and it is pretty difficult to get rid of it. I realy love your clouds! but is a no go for me.

Greetings.

BTW: whats wrong with just selling the thing in the unreal store.

Are you having issues with them after assigning the light function to your atmosphere directional light? I just was playing with my scene the other day and that was working okay, but if not, let me know.

You don’t have to use the github source to get latest; if you want to skip the build time, you can just grab an installer to take care of the whole process.

And if you need to stick to the source, you only really need to go through the whole process when a change is committed to the repo that is particularly relevant to you.

I’ll leave around . It may be useful :wink:

raymarching has been known for years and have been part of unreal for months (or at least a year IIRC), but it’s generally not recommended for big fullscreen stuff like clouds. offers quite good performance (though I don’t have a comparison)
also one of 's advantages is that you don’t have to figure out the colors for the sky/clouds - the data that comes out of the box is already great at providing good quality without spending dozens of hours of tweaking

I don’t want to sound like a total fanboy but I do see as a great solution for sky/clouds. I just wish 's issues would be fixed (an update broke them for me and I cannot try the suggested workaround/fix because my trial license expired)

I can’t get the moon image/light visible with latest builds, with new bluprint macro/methods.
Any tip?

Found the cause for the - when using MSAA as the AA method, problem occurs. When set to FXAA or Temproal it works fine.
Is there a way to make it work for MSAA?

Question - and may fall to the “general public”
Using (obviously) and i have a massive at the night cycle with the landscape being lit.
I do have expo. height fog.
I have a “default” setup other then that.
Landscape is set to shadow 2 sided and all that business
Single light setup in BP for .

My player isnt lit from under, that i can notice, but its hard to tell with the landscape being so bright at night.
Removal of the height fog seems to help, but, i cant imagine fog being a big “cant use” for .

Is there some tips & tricks i should be using to get the landscape not lit?
A box set to the underside of the landscape to help “block” the light?
Is there a view distance that allows light to bleed in ? I am stuck on one .
Sun light in the day, moon lit at night, thats all i want sniff sniff tear

EDIT:
i was just remembering that if i make a cave with the modular cave system i have, the light bleeds real bad in there as well when i make the cave areas bigger then 1x1x1 (default size).
So that made me think it was some sort of distance - like the landscape is big and beyond X distance so the light bleeds in due to culling or … something else … hmmm …

MSAA uses forward shading, yeah?
I have had 0 luck using, or trying to use, MSAA. It seems to mess up the look of everything i have.
Isnt forward shading more for mobile use? That is a real question, as, i assumed it was, but, i am not sure.

It’s mainly better for VR.
The performance you improve by going with Forward Shading along with the extra features (like MSAA which looks much better than other AA methods in VR), makes it pretty much a must, at least in my case.
Without Forward Shading + MSAA it’s just doesn’t look good.

In that case, i agree 100%.
Now we beg the question, how well does TS perform with MSAA? I used it for a little while, but, i ended up switching back due to several issues with … nearly everything. All minor, but, still there.

I cant lauch project if i install plugin. LogPlayLevel: Mygame: LogWindows:Error: begin: stack for UAT LogPlayLevel: Mygame: LogWindows:Error: === Critical error: === LogPlayLevel: Mygame: LogWindows:Error: LogPlayLevel: Mygame: LogWindows:Error: Fatal error: [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 796] LogPlayLevel: Mygame: LogWindows:Error: Rendering thread exception: LogPlayLevel: Mygame: LogWindows:Error: Fatal error! LogPlayLevel: Mygame: LogWindows:Error: LogPlayLevel: Mygame: LogWindows:Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000040 LogPlayLevel: Mygame: LogWindows:Error: LogPlayLevel: Mygame: LogWindows:Error: TrueSkyPluginRender_MT.dll!0x000000005F6FA9A8 LogPlayLevel: Mygame: LogWindows:Error: TrueSkyPluginRender_MT.dll!0x000000005EF0B862 LogPlayLevel: Mygame: LogWindows:Error: TrueSkyPluginRender_MT.dll!0x000000005F6E650D LogPlayLevel: Mygame: LogWindows:Error: TrueSkyPluginRender_MT.dll!0x000000005F6E67DB LogPlayLevel: Mygame: LogWindows:Error: TrueSkyPluginRender_MT.dll!0x000000005EEDD5FF LogPlayLevel: Mygame: LogWindows:Error: TrueSkyPluginRender_MT.dll!0x000000005EEE1C60 LogPlayLevel: Mygame: LogWindows:Error: Mygame.exe!FTrueSkyPlugin::EnsureRendererIsInitialized() [d:\jarvis\uplugin\version\4.15.0\output\plugins rueskyplugin\hostproject\plugins rueskyplugin\source rueskyplugin\private rueskyplugin.cpp:2974] LogPlayLevel: Mygame: LogWindows:Error: Mygame.exe!FTrueSkyPlugin::RenderFrame() [d:\jarvis\uplugin\version\4.15.0\output\plugins rueskyplugin\hostproject\plugins rueskyplugin\source rueskyplugin\private rueskyplugin.cpp:2266] LogPlayLevel: Mygame: LogWindows:Error: Mygame.exe!FTrueSkyPlugin::DelegatedRenderFrame() [d:\jarvis\uplugin\version\4.15.0\output\plugins rueskyplugin\hostproject\plugins rueskyplugin\source rueskyplugin\private rueskyplugin.cpp:2167] LogPlayLevel: Mygame: LogWindows:Error: Mygame.exe!TBaseRawMethodDelegateInstance<0,FTrueSkyPlugin,void __cdecl(FPostOpaqueRenderParameters & __ptr64)>::ExecuteIfSafe() [d:\jarvis\uplugin\version\4.15.0\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:648] LogPlayLevel: Mygame: LogWindows:Error: Mygame.exe!FRendererModule::RenderPostOpaqueExtensions() LogPlayLevel: Mygame: LogWindows:Error: Mygame.exe!FDeferredShadingSceneRenderer::Render() LogPlayLevel: Mygame: LogWindows:Error: Mygame.exe!FRelevancePacket::RenderThreadFinalize() LogPlayLevel: Mygame: LogWindows:Error: Mygame.exe!TGraphTask<FRendererModule::BeginRenderingViewFamily’::`21’::EURCMacro_FDrawSceneCommand>::ExecuteTask()
LogPlayLevel: Mygame: LogWindows:Error: Mygame.exe!FNamedTaskThread::ProcessTasksNamedThread()
LogPlayLevel: Mygame: LogWindows:Error: Mygame.exe!FNamedTaskThread::ProcessTasksUntilQuit()
LogPlayLevel: Mygame: LogWindows:Error: Mygame.exe!RenderingThreadMain()
LogPlayLevel: Mygame: LogWindows:Error: Mygame.exe!FRenderingThread::Run()
LogPlayLevel: Mygame: LogWindows:Error: Mygame.exe!FRunnableThreadWin::Run()
LogPlayLevel: Mygame: LogWindows:Error: Mygame.exe!FRunnableThreadWin::GuardedRun()
LogPlayLevel: Mygame: LogWindows:Error: KERNEL32.DLL!0x00000000B5AF2774
LogPlayLevel: Mygame: LogWindows:Error: ntdll.dll!0x00000000B6080D61
LogPlayLevel: Mygame: LogWindows:Error: ntdll.dll!0x00000000B6080D61
LogPlayLevel: Mygame: LogWindows:Error:
LogPlayLevel: Mygame: LogWindows:Error:
LogPlayLevel: Mygame: LogWindows:Error:
LogPlayLevel: Mygame: LogWindows:Error:
LogPlayLevel: Mygame: LogWindows:Error: Crash in runnable thread RenderThread 1
LogPlayLevel: Mygame: LogWindows:Error: end: stack for UAT
LogPlayLevel: Mygame: LogWindows:Error: HandleError re-entered.
LogPlayLevel: Mygame:
LogPlayLevel: Mygame: [2017.05.15-14.19.09:779] 2]LogWindows:Error: HandleError re-entered.

I think I’m a little confused as to what you’re after. As far as the sequencer goes, there are presets for the 3D and 2D clouds that you can use as a starting point. And if you want to get easy time of day in conjunction with your scene’s primary lights, we added a macro set recently to make that as simple as possible:

Do you want a literal preset blueprint that you can just drag-and-drop into the editor and everything works automagically? We can provide that, but that’s still not going to be a best-case solution for most people (I personally have an actor with a true sky light component and directional light component built into the blueprint, but that’s not the best solution for everyone).

As for the time of day in the editor; time of day should be relatively trivial to setup (especially given what I just linked and attached image), but if you want it to tick in the editor as, like, no-simulation nor PIE-enabled, it’s doable, but:

  • By default, actors/components do not tick when the editor is just running outside of PIE/Simulation mode. So there’s some stuff you have to do to get that working.
  • Secondarily, and more importantly, I can almost guarantee that – in practice – it’s not something you actually want to do. I tried that setup recently, and it’s an absolute pain to have the editor constantly adjusting the scene lighting while you’re trying to get work done.

In general, it’s a complicated system because it does a fully accurate atmospheric/lighting/cloud simulation – but, aside from the more complex tuning of sequences and various quality-related settings, it shouldn’t be too hard to get working. So just let us know what you’re having difficulties with, and we can clear it up (and/or add information to the docs to account for the issues you’re experiencing).

Are you using a UE distribution straight from the launcher or a custom-built source set? Either way, it’s fairly unusual to get a crash right off the bat, but we’d need a bit more information on your setup to properly identify the.