[RELEASED] for UE4: Complete Sky and Weather System

Hi, you can delete “Engine/Plugins/TrueSKYPlugin” and “Engine/Binaries/Third Party/Simul”, have you tried it in the demo project that you uploaded ? That’s the one I have tried.

EDIT
I’ll check if the build server actually got my change.
EDIT2
Well, my changes are not in the build server somehow so its a problem on my side.
EDIT3
Ok I scheduled a new build and it should have the changes, sorry about that.

Yeah, I’m using the demo project that I uploaded to test it.

Is version 862 the one with your changes, or is the build not up yet? I did a clean install of 862 and I’m still experiencing the same moon lighting as before.

The 863 (for UE 4.16) should have the fix.

Indeed it does. It’s working perfectly now, thanks!

Nice! Let me know if you have more problems.

Hey there! Just recently paid for for the month but my license key isn’t showing on the account page. It says I’ve paid and I’ve sent support an email but I’m wondering if its something on my end because i have def bought it :slight_smile:

Thanks,

Hey there! Just recently paid for for the month but my license key isn’t showing on the account page. It says I’ve paid and I’ve sent support an email but I’m wondering if its something on my end because i have def bought it :slight_smile:

Thanks,

[/QUOTE]

Hi we have recently updated the webpage, maybe is an in our end, I’ll check it :smiley:

Unfortunately I already have another to report after upgrading to 4.17. Building any project with the plugin enabled ends in the critical error posted below. The editor also crashes with a similar error message (second code quote) whenever I close a project.

can be reproduced by creating a new blank project and starting a Windows 64 build or by simply closing the project. Tested with plugin version 877 and 878.


UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: 
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: Assertion failed: ModuleManager.IsModuleLoaded(ModuleName) [File:D:\Jarvis\UPlugin\version\4.17.0\Engine\Source\Runtime\Core\Public\Modules/ModuleManager.h] [Line: 259] 
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: Tried to get module interface for unloaded module: 'AssetTools'
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: 
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: 
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: KERNELBASE.dll!0x00000000150D9E08
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:120]
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: UE4Editor-Core.dll!FOutputDevice::Logf__VA() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:70]
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: UE4Editor-Core.dll!FDebug::AssertFailed() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: UE4Editor-TrueSkyEditorPlugin.dll!FModuleManager::GetModuleChecked<FAssetToolsModule>() [d:\jarvis\uplugin\version\4.17.0\engine\source\runtime\core\public\modules\modulemanager.h:259]
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: UE4Editor-TrueSkyEditorPlugin.dll!FTrueSkyEditorPlugin::ShutdownModule() [d:\jarvis\uplugin\version\4.17.0\output\plugins	rueskyplugin\hostproject\plugins	rueskyplugin\source	rueskyeditorplugin\private	rueskyeditorplugin.cpp:551]
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: UE4Editor-Core.dll!FModuleManager::UnloadModulesAtShutdown() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:694]
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: UE4Editor-Cmd.exe!FEngineLoop::Exit() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2844]
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: UE4Editor-Cmd.exe!GuardedMain() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\launch.cpp:177]
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: UE4Editor-Cmd.exe!GuardedMainWrapper() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: UE4Editor-Cmd.exe!WinMain() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: UE4Editor-Cmd.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: KERNEL32.DLL!0x0000000017C42774
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: ntdll.dll!0x0000000017F20D51
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: ntdll.dll!0x0000000017F20D51
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: 
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows: Error: end: stack for UAT


Assertion failed: ModuleManager.IsModuleLoaded(ModuleName) [File:D:\Jarvis\UPlugin\version\4.17.0\Engine\Source\Runtime\Core\Public\Modules/ModuleManager.h] [Line: 259] Tried to get module interface for unloaded module: 'AssetTools'

UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_TrueSkyEditorPlugin!FModuleManager::GetModuleChecked<FAssetToolsModule>() [d:\jarvis\uplugin\version\4.17.0\engine\source\runtime\core\public\modules\modulemanager.h:259]
UE4Editor_TrueSkyEditorPlugin!FTrueSkyEditorPlugin::ShutdownModule() [d:\jarvis\uplugin\version\4.17.0\output\plugins	rueskyplugin\hostproject\plugins	rueskyplugin\source	rueskyeditorplugin\private	rueskyeditorplugin.cpp:551]
UE4Editor_Core!FModuleManager::UnloadModulesAtShutdown() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:694]
UE4Editor!FEngineLoop::Exit() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2844]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\launch.cpp:177]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll

Hi again! Thanks for report, we had yesterday but we were not sure if it was an caused by our local version or if the plugin had the. We are investigating it.

I hit the same and just added a check to see if the module was loaded or not.

Downloading the 879 version for UE4, my AVG keeps screaming and removes the file /Deepscan. Guess false-positive. Nothing when scanning the file, only when run

Hello guys. Can we control the cloud shadow size ? It’s too big . I’m using Metres Per unit = 0.01 , CloudBase = 10 , and my landscape is about 3 Km . Thank you.

Hi, you can tweak Shadow Range of the sequencer (.simul.co/unrealengine/Clouds.html).

Hello, guys from !

We are also having .

Using the latest version, 4.17.0_4.1.883_x64.

Because of , we cannot cook and build our project anymore :frowning:

Also, it gives the same error every time we close the editor.

We hope you guys can find a solution to soon!

Thank you very much!

Hi!
We have a fix for but it has to go trough the build server.
Thanks and sorry for any inconveniences.

Hi, @nacho_simul, thanks for your support!

So, are you saying that the only thing I need to do is use the github version of Unreal (and ) and recompile the plugin from that branch?

Also, there are any plans to fix for the binary version?

If you would use the source, the change is there but is not yet on the installers. Totally, as always we have some minor issues with the build server (that’s why the delayed fix for binary version).

If you haven’t done it before, we have some (light and high-level) documentation on the GitHub setup too.

Hi guys,

I’m having some problems with and oceans…
https://drive.google.com/file/d/0B80RBvzH2_4pdE1NdHktOXdlX2c/view

Any tips? Or any example of an ocean that works well with true sky :wink:

Thx!

Hello ,

I’m not sure what ocean are you using but try to set the variable “Heightmap Displacement” to 0 and see if it works ( should be in your BP_Ocean).