[RELEASED] for UE4: Complete Sky and Weather System

Hi again [MENTION=92599][/MENTION] , that’s your “Cook” log, we need the “Game” log :). A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums
Thanks

@nacho_simul
Hi again.
Oh, I’m sorry. you are again.
http://takashihanada.com/download/game-log.txt

Thanks
Randoll Berlialle

No worries :wink:
It looks like you are getting an error related with the HMD

Maybe you have some corrupted files, check link: HmdError · ValveSoftware/openvr Wiki · GitHub
Try reinstalling unreal or any external package.

Thanks, let me know if you have any problems.

@nacho_simul
Thanks.
I did re-install Unreal but it didn’t work.
Do you have any other solutions?

When I use default unreal sky and disable plugin, it works perfectly.
But only plugin is enabled and also that is only external plugin, packaging is fine, but can’t launch the game with “Fatal error!”. (Shipping configuration)
I think something is missing in plugin. Or something incompatible.
It’s not? By the way I’m using Visual Studio 2017 for packaging.

are logs.
unreal-sky-log (used default unreal sky)
http://takashihanada.com/download/unreal-sky-log.txt

-log (used )
http://takashihanada.com/download/-log.txt

Thank you.
Randoll Berlialle

[MENTION=92599][/MENTION]
Hi again,
I will check what is going on there, however, we use VS2015 so I’m not sure if that is going to cause you trouble. While I debug it, you could try to compile your project with 2015.

Thanks.

Any news on it? Issue from start of 4.16…

I gave a try for a couple weeks but to be honest it wasn’t worth the trouble for me. I ended up hacking something up using the default sky sphere instead. For simulations it’s quite realistic, but there isn’t any control for making stylized skies. The performance impact is also pretty bad on older machines and on some integrated dx10 gpus, it would literally just crash on load. I also noticed at night time the sky light would blow out specular to crazy amounts and I had to make a hack to lower it to reasonable levels. Another problem was that fast moving clouds would create weird dithering artifacts. is a cool plugin with lots of potential but in my opinion it’s not really useable at point. Looking forward to future updates though, hopefully these issues will be fixed some day.

I haven’t seen my self that bug but I’ll keep an eye on it.

Thanks for your feedback, the plugin is being actively developed and we are adding more features. Would love to see you around in the future.

I’ve implemented plugin for a weather app. and so far I think it looks like it has a lot of promise.
One problem I have is the apparent inability to change the length of the day/night cycle. It must be something I’ve overlooked because it seems like something very basic for a system that has so many other advanced settings.
Do we have to manually change the height, azimuth for each sky keyframe?

I would request that you should be able to change the daylight settings to automatically update the sun position determined by the daytime length. The lighter gray background ranging from 06:00 to 18:00 suggests that these hours are considered daylight hours, and it’s frustrating that there seem to be no apparent way to change them.

Other than that I look forward to experimenting more with !

Ok, no news on either forwarded rendering/MSAA or the “everything turns black-bug”. I might return to active subscription when stuff has progressed a little further. Been on and off for about a year now.

Check out the documentation : .simul.co/unrealengine/Blueprint
It explains how to set up day/night cycle easily with .

@nacho_simul
Hi again.
I tried to package with Visual Studio 2015, but it didn’t work.
Did you try to package with shipping configuration?
And does it work?

Just enable realtime interpolation on 4.16 source build and wait for 150-160 seconds…

Btw, there are also some other issues with realtime interpolation, but I even don’t want to share them because “all turns black” just ruins everything.

When will be fixed?

I tested a shipping build with Xbox1 the other day and it was working, I will check a PC build.

We are investigating what is going on with that, thanks again and sorry for any inconvenience.

Could you check if under: Engine/Plugins/TrueSkyPlugin/Source/TrueSkyPlugin/Private/TrueSkySequenceActor.cpp (line 1274) do you have a check() or a ensure()?
Thanks again.

Thanks for reporting that, are you using MSAA? If so could you share the settings.
Thanks.

@nacho_simul

Hi, I checked under the line 1274. There is

check( keyName.ParseIntoArray( parsedKeyName, TEXT( “_” ), false ) > 2 );

So “check()”?.

Alright, check is meant to be used only for debug, it will not compile with a release build. In the build coming that should be fixed but you can change it to ensure() and see if it works.

Thank you.
I changed “check()” to “ensure()” manually, then built and packaged project again in the unreal editor.
But It didn’t work, still “Fatal error!” when launched.

Maybe binary version still doesn’t work?

By the way, it seems stopped updating binary download on download page in Simul website since 5th July only Unreal.
Is there something reason?
I want to use binary version not source code now.

Thank you.