Hi, I think you should just go for the approach I told you, that should give you the results you want (smooth transition from one sequence to another). We need to check why it’s not working properly tho :S.
I don’t know what kind of environment do you want to create, but you could for now use the Set methods of the sequence to blend and change some parameters in real time. I know that it’s not the solution you want but , as I said we need to check it.
Thats fine - sadly there is 0 documentation on creating such things. Even a generic “random weather or clouds” tutorial would work. Or just a basic “how to” on the website.
I am more then happy to do as you said, but, is the only working solution i can find (the BP i posted). Sadly, as you stated, its just not working right now.
We’ve had the same with the TrueSkyLight for about a year now, we’ve never been able to use it and also have been using a regular Skylight and recapturing, but really isn’t ideal. Recently got the 4.16.2 branch from the Simul git repo and tried it again but it’s the same. Lighting looks fine when in the sunlight, but when in shadows or at night speculars are really strange and our character looks like he’s made of chrome. Would love to figure out what the cause of is so we can use the correct SkyLight.
Hi, I do my tests in a simple test scene, I guess that I’m missing those details. However, under the trueSKYLight you have two sliders (diffuse multiplier and specular multiplier), maybe tweaking that helps with your problem?
Try also enabling “Allow Static Lighting” in Project Settings. At least from my experience, when disabled, it created chrome-like feeling on materials at night.
As stated in previous posts (from me on ) the setup you have seems to work ok.
Now, if you automate it, thats when the issues arise.
You get all kinds of time errors. The “next” sequence plays “catch up” to the current time.
Lets say, you have 4 changes that are randomized.
All 4 sequences are set on the 12:00pm time. In the sequence itself.
If sequence 1 plays to start, it plays normal. Lets say it goes to 6:00pm before changing to sequence 2.
Sequence 2 will start at the 12:00pm , then, fast forward to 6:00pm while in transition.
The sun will play in fast forward (sometimes rewind, depending on the time).
Sequence 3 will do the same thing … etc etc.
We can setup 1 “press 1 or 2” to change situation, yeah, easy mode. The exact setup on a timer and random int will mess up the time of day every time.
the only way i can see working is some sort of logic like :
play sequence + time of day
on sequence change, get time of day
set time of day in new sequence
play seq. 2
blend
at point the time should be in sync with both sequences, and, not just playing catchup in sequence 2 to set the current time WHILE in transition.
I understand what you mean, when you start interpolating between sequences with different times it gets messed up.
I would recommend to use just one sequence if the time of day is dynamic and use the geters/seters to set values like cloudiness, rain etc. It’s not the ideal situation but at least you won’t have the interpolation errors. We still have some work to do on the interpolation system. Again, sorry for any inconveniences .
Yeah and im 100% ok with that, problem is …
there is no documentation on the proper setup of what to do to accomplish . You have even a simple working “get and set” blueprint screenshot ?
There appears to be an with the moon lighting at certain rotation values. I drive the moon rotation via blueprint and after certain threshold, the moon lighting is simply turned off. Am I doing something wrong, or is a bug?
I uploaded a project to illustrate the (15MB). Simply rotate the light blueprint in the x axis to reproduce the bug. I’m using the 4.16 plugin (version 838).
Quick question. I’ve had a problem with for some time…as far as I can remember. From in-game editor/packaged, when you load a new level that doesn’t have a actor (in my case, the map doesn’t use sky lighting, it will still render true sky. How do I go about fixing problem? I want to keep everything pitch black for underground levels. also prevents glowing light showing up through cracks in geometry.
If you remove the actor you shouldn’t see any clouds and atmospherics also, there is the “Visible” parameter under “True Sky” it will disable rendering.
Hi
Clouds get contribution from both the sun and the moon, so I think that the way of doing that is by having both moon and sun in your scene. You should set the rotations accordingly.
Unfortunately, I’m not entirely sure if I understand what you mean. I already do set both sun and moon rotations in my actual project, but I didn’t include the sun in the sample project since it’s behaving as expected. Rotating the moon, on the other hand, can lead to either no lighting at all if its world yaw rotation is > 0, or lighting that is much too bright if the moon is below the horizon. I created the same scene in 4.15 and everything is working fine there. (Also, is it just me or do the clouds and lighting look much better overall in 4.15? Especially in the distance.) is another set of videos plus corresponding project files to better illustrate what I mean:
The behaviour in 4.16 doesn’t make a whole lot of sense to me. Shouldn’t the moon always contribute to cloud lighting if it is above the horizon and the sun is down? And, conversely, not contribute at all if it is a certain degree below the horizon?
Edit: The appears to be how 4.16 handles the moon rotation. Whenever the moon’s world rotation yaw is negative - be it above or below the horizon - it is lighting the clouds. When the moon’s world rotation yaw is positive, it’s not lighting the clouds.