At first sight, I’m not sure what is going on there. How can I get that water plugin?
Hi,
I have a problem with the plugin. When changing sequences there is a artifact for one for one frame at the beginning of the transition. I have tried both using the multiple sequence actor with box collision components detailed .simul.co/unrealengine/ as changing the active sequence with a blueprint detailed : .simul.co/unrealengine/Blueprint.html
Best regards,
Hi!
Do you have a picture/vid of the happening?
Thanks
is a video: https://youtu.be/Q-2mxl762YE I used a key to change the active sequence. To make it simple I just made a copy of the sequence and transitioned to the copy.
As a workaround I tried to control the keyframe values directly through blueprints it looks like it’s working but it won’t be practical as we plan to do big changes.
Just to be clear, do you use something like to change the sequence:
.simul.co/unrealengine/images/SetActiveSequence.png
With the interpolation mode set to “Real Time” and the time around 10 (time is in seconds) ?
A few weeks ago I was playing with a system like and it was working without visual artefacts.
Yes exactly like that. I seems to happen when I also drive the time. I made a minimum repro:
Use the space key to jump to the other sequence, which is basically a duplicate of the first.
Alright thanks, I’ll be checking it tomorrow! Is 4.16/4.17? Binary or source?
Hi @,
Try to low the ‘Amortization’ level
That’s a bit misleading as you did confirm there was a bug.
Just to be clear; you were able to manually change the sequence via the “1 2 3” key presses without issues. That was something we agreed on.
The bug happens when you attempt to automate it and remove the “manual” key press transitions. You stated you had found a bug and would work on resolving. I assume that never happened as per “was unable to replicate” type statement.
***EDIT: bug (user explained) is part of the automated transition as well. Only when automated, the time will go backwards from current time to the new sequence you are adding ins time. one is more noticeable when the time is set too fast. Like when your day/night cycles are set under 5 min (approx). ***
So far, if you want static clouds that never change and move across the sky and a time of day setup, is great. Looks great. Anything after that is a 100% fail. Like said, really needs renamed to " Cloud simulation" because the weather aspect has never properly worked since sequencer was removed. The guys at Wildcard were able to get it via the “old method” and it worked, but, since then, its never been resolved. Misleading posts are misleading.
I hate to be a downer all the time about but it just seems problems get swept under the carpet unless they are a bug about a cloud formation. I have had for over a year and have worked with it since 4.7.1 (Ark Kit) and never have gotten the weather to work. I have begged for to be looked at and it never does.
Random rain/snow option based on a “between int and int” bases. All i wanted to do was setup a cloud sequence and then have it rain between 3 hours and 9 hours at random (3 hour min wait before next possible rain sequence … up to 9 hour wait after last) and then switch back to the original cloud seq.
i dont mean to sound jerk-ish about but it just seems to get passed over every time. I general get “i dont have that” and come to find out, that person is not even using the weather system thats stated in the functional working features.
Also getting the “yeah i dont get that and cant replicate” and find out that person is using a modified version of the code. Ugh, most frustrating.
Is there a way to automate the weather ?
Make it easy: CloudSequence1 players for 30 min leading to RainSequence1 for 10 min, then, back to CloudSequence1.
that should be easy enough to get started, right?
Should be an easy screenshot of a working BP right? Literally like 4 or 5 nodes … i mean, its working yeah? lets see a working example.
Is the oceans community plugin thing? It will never look right. You will find that the opacity node will break other aspects of the ocean shader. Plus, with the that ocean plugin + you lose like 40FPS right off the top. There is a new ocean plugin, forgot the name of it bt its near the top of the community list. That may work out better, i moved to a plane with shader i made. I dont mess with that ocean stuff because its super heavy for no reason (well, depending if you need an infinity plane or not).
is with the binary distribution, version 4.17.
@Thunderstruck: lower the Amortization level to 1 makes the artifact appear less often but it’s still there.
Hi again AP_Studios,
I simply mentioned that, with a setup where you change between sequences using that BP, it was working fine. The visual glitch showed by may be related to other thing. Working with the sequencer is a bit tricky at the moment, I have not tried all the possible configurations and I believe that some things don’t work as expected all the time (as you mention).
I can’t talk about things in the pass as I’ve been only working at Simul for a few months now, I’ll try to make a sample project where you have “dynamic weather”. Please, understand that we are a small company and we are working on other features and giving support to customers and at the same time solving bugs.
I don’t want to say that as an excuse, but things take some time and the fix of non-breaking problems sometimes is delayed.
Sorry for the inconveniences.
Best answer i have ever gotten. because its honest.
Thank you. A screeny of “hey i got transitions working on random storm times” would be amazing.
Thanks so much!
I’m getting an error when I append the StageFiles lines. I get the error “CS1503 Argument 1: cannot convert from ‘UnrealBuildTool.DirectoryReference’ to ‘string’ Win.Automation F:\UE4-17\UnrealEngine\Engine\Source\Programs\AutomationTool\Win\WinPlatform.Automation.cs 44”
Hi there,
I’m trying to run with Unreal 4.17 VXGI branch (https://github.com/NvPhysX/UnrealEngine/tree/VXGI-4.17) using the last installer from simul.co but have no success. Does anyone know if it is compatible?
Thx
Could you check that the file has modifications:
/// BEGIN Additional code
SC.StageFiles(StagedFileType.NonUFS, DirectoryReference.Combine(SC.LocalRoot, "Engine/Binaries/ThirdParty/Simul", SC.PlatformDir), "TrueSkyPluginRender_MT.dll", true, null, null,false);
SC.StageFiles(StagedFileType.NonUFS, DirectoryReference.Combine(SC.LocalRoot, "Engine/Plugins/TrueSkyPlugin/Resources"), "*.*", true, null, null, false);
SC.StageFiles(StagedFileType.NonUFS, DirectoryReference.Combine(SC.LocalRoot, "Engine/Plugins/TrueSkyPlugin/Content"), "*.*", true, null, null, false);
SC.StageFiles(StagedFileType.NonUFS, DirectoryReference.Combine(SC.LocalRoot, "Engine/Plugins/TrueSkyPlugin/shaderbin", SC.PlatformDir), "*.fxo", true, null, null, false);
/// END Additional code
Also check that the actual ThirdPary/Simul, TrueSkyPlugin/Resources(Content and shaderbin) exists. They are created when you install the plugin.
Hi,
I don’t know if it is compatible :/. What errors are you getting?
I’ve had some time to play with your scene morning. Setting the amortization to 1 as another user said and increasing the transition time will give you the best results. We are working on the interpolation code so the change will be smoother.
you have the project, with the mentioned modifications.
Thank you for looking into . Unfortunately setting amortization to 1 the performance too much for use to do . We also had trouble with the interpolation from different weather situations not giving us the result we wanted. Today I did however find a solution where I don’t need to set amortization to 1 and that also gives me better control of the transitions. I have a made a blueprint that exposes all the variables that can be tweaked and uses “set keyframe float” to update them every frame if there is change. I now set the interpolation mode to “fixed number” and do my own interpolation. blueprint also exposes the variables to UE4’s own sequencer which enables really fine grained control over transitions
Cheers,
you got automated weather/cloud transitions working without issues?
That is great, I would like to ask if you could share with everyone how you solved it? (if you don’t min of course). So people can look at some examples.
Thanks.