[RELEASED] for UE4: Complete Sky and Weather System

@**nacho_simul **Thanks for the heads-up!

is showing in the background of the particle emitter editor viewport… Am I the only one? How can I have my background back?

I’ve been experiencing a problem with the last few builds where will render very low res when I first open UE4, and won’t render correctly until I open a sequence file and scrub the time slider. It also renders low res in a packaged project, changing the time or the sequence file doesn’t fix it.

There are are a bunch of problems with the stars as well. First, many of stars are rendered as black triangles, changes depending on magnitude. They are also out of position, forming a line in the sky, and a pinwheel of stars on 1 side of the sky with some stars in a perfect circle.


Straight line of stars.

Star size increased to show black triangles.

Star pinwheel becomes apparent when long/lat is changed.

Is still in alpha and is still receiving updates? Have there been any performance improvments? It says its a weather system, can we actually see that in action?

I’m sorry for my very late response! I believe indeed it the WIP oceans. What I want to create is really simple but for me hard to achive because I have virutally no knowledge on UE4.
I want a sky with random weather. May change very slowly so don’t mind it to be 1 hour of the same kind of weather. But it has to randomly change to other types like rain, clouded or whatever. And I want an ocean (endless for the view) that does work with and will have different waves every now end then.
Camera does not move. Sun also has to stay in the same position. A sort of endless sunset, but it will never set.

I apologize for the recent issues with stars and time scrubbing. The stars came about due to an API change we needed to make to better support console development - a function call on Win64 needed updating. The time scrubbing got in due to some multithreading work done to avoid performance hitches when the rendering thread and game thread were in contention. We have fixes for all of these issues, and these will be available in the next day or so.

We’ll revisit versioning soon to try to improve the stable version labeling.

While we await the full release of 4.2, version 4.1 will be locked down. 4.1a has the same set, but will offer DirectX 12 support, so updates and fixes will go into 4.1a

If anyone has a blocking, and you don’t get an immediate response , feel free to email us at [EMAIL=“”] and we’ll get you on the Slack workspace for real-time support.

Simul

From “trueSKYUE4Plugin_4.17.2_4.1.1032_x64” and up nothing work for me…

4.1a should work for you, we’ll need to adjust the UE-side code to maintain compatibility with 4.1. But I recommend 4.1a unless you have a need to stick to the older version.

4.1a require Windows 10 with DirectX 12. I use Windows 7 x 64 DirectX 11

I’m getting a bunch of missing dll files, the one I couldn’t find online is “api-ms-win-core-heap-l2-1-0.dll” which after doing some digging found out was windows 10 related (probably).
Is the source code no longer available for anything other than windows 10 ?

@** **Simul 4.1a has support for DX12 and we had to update the tool-set to the Win10 one. Said that, 4.1 should still be working fine.

Thank you for your reply, I’m using a custom-built engine so I need the github version
As the branches are named after the ue4 version, would you mind telling me where to find 4.1 source ?

We only have 1 Unreal 4.17 branch, compatible with 4.1 and 4.1a

Ok so 4.1a now should work on Windows7 we are delay loading the d3d12 stuff, please let me know if works.

-----> In Windows 7 with trueSKYUE4Plugin_4.17.2_4.1.1050_x64:

  • 4.1a always requires D3D12.dll

  • 4.1 is totally black

The latest almost working version is: trueSKYUE4Plugin_4.17.2_4.1.1024_x64
always with TrueSkyLight without parameters

The change to fix win7 compatibility was pushed morning maybe its not ready yet.

Hi everyone,

I’m having a little problem with . All the ceilings of my buildings are black when using the sky light from … I had a similar problem when using the UE4 sky light but I managed to resolve that by changing the ‘lower hemisphere’ colour from black to grey, however doesn’t have that setting.

I’ve tried going through all the other options available in to no avail. I found the lower hemisphere in the C++ source code of , changed it to ‘false’ and recompiled the engine however that did not help.

The interesting thing is that when I change a setting in , for a second everything looks as its supposed to but then it seems like the settings are over written or something and it flashes back to what its not supposed to look like.

Below is a screenshot of how its supposed to look (using the UE4 sky light):

https://s1.postimg.org/4xzbzow10b/Untitled.jpg

Below is what it looks like with .

https://s1.postimg.org/9dhr4ye7kb/Untitled2.jpg

Thanks in advance. :o

Hi Guys
I am having the same problem as Kalasnikov471 with Skylight. I’ve noticed that the underside of foliage is pure black, and if I delete that skylight and drag in another, for a few seconds it lights correctly and then . I have also noticed that since 4.17 the skylight has NO attributes. Is a none problem, and if so is it going to be fixed.
Thanks in advance

Unfortunately still getting missing dll errors even after the update, I’m not a programmer so any help would be appreciated.
After googling I found that the “api-ms-win-core-heap-l2-1-0.dll” might be win10-related, but I could be wrong. it’s also nowhere online or on any of the 7 different computers I’ve looked in.

As a side note, the custom engine worked fine until I enabled the plugin, so it’s definitely required by and not Unreal.

Thank you.

Hi Guys,
I tried to build from source but troubles.
The environment is Visual Studio 2017, Win10.

I used branch 4.16, 4.1a binaries.
The ue4 editor build is successful, I remove sky stuff from StarterContent map, add Sequence to Scene, and started to create an new sequence asset, but crashed the editor. whenever I assign an asset to active sequence, it just crashed.

Crash log:




LoginId:e067cba04bffc42072c15d9eba5cca26
EpicAccountId:0625e546e9f54937a1d4827679fc175d

Access violation - code c0000005 (first/second  not available)

TrueSkyPluginRender_MT
TrueSkyPluginRender_MT
TrueSkyPluginRender_MT
TrueSkyPluginRender_MT
TrueSkyPluginRender_MT
TrueSkyPluginRender_MT
TrueSkyPluginRender_MT
TrueSkyPluginRender_MT
TrueSkyPluginRender_MT
TrueSkyPluginRender_MT
TrueSkyPluginRender_MT
TrueSkyPluginRender_MT
TrueSkyPluginRender_MT
UE4Editor_TrueSkyPlugin!FTrueSkyPlugin::RenderFrame() [d:\work	est\engine\plugins	rueskyplugin\source	rueskyplugin\private	rueskyplugin.cpp:2397]
UE4Editor_TrueSkyPlugin!FTrueSkyPlugin::DelegatedRenderFrame() [d:\work	est\engine\plugins	rueskyplugin\source	rueskyplugin\private	rueskyplugin.cpp:2142]
UE4Editor_TrueSkyPlugin!TBaseRawMethodDelegateInstance<0,FTrueSkyPlugin,void __cdecl(FPostOpaqueRenderParameters & __ptr64)>::ExecuteIfSafe() [d:\work	est\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:648]
UE4Editor_Renderer!FRendererModule::RenderPostOpaqueExtensions() [d:\work	est\engine\source\runtime\renderer\private\scenerendering.cpp:2094]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\work	est\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1131]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\work	est\engine\source\runtime\renderer\private\scenerendering.cpp:1821]
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`26'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\work	est\engine\source\runtime\core\public\async	askgraphinterfaces.h:883]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\work	est\engine\source\runtime\core\private\async	askgraph.cpp:954]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\work	est\engine\source\runtime\core\private\async	askgraph.cpp:701]
UE4Editor_RenderCore!RenderingThreadMain() [d:\work	est\engine\source\runtime\rendercore\private\renderingthread.cpp:327]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\work	est\engine\source\runtime\rendercore\private\renderingthread.cpp:461]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\work	est\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]



Is anything I missed?

Thanks!