[RELEASED] for UE4: Complete Sky and Weather System

When is bug going to get fixed? also is it possible to stop the rain from entering buildings?

Has UE4.16 Volumetric Fog been made compatible with yet? Functionality is fine, no conflicts, but the doesn’t blend with it.

Anyone get the problem the cloud shadow is too big to cover all the map ? The Shadow Range’s seem not to work for me . I set the Metres Per Unit = 0.01.

Yes is a problem for me also and therefore I have to still use the UE4 SkyLight…

Oh, so we use UE4 SkyLight will solve the problem ?

I am having an with 4.18. I get no folder created with the plugin installed, so have no utilities, loss, inscatter etc. I can create a sequence and have skylight etc, but no utilities. Anyone else having ?

Hey!
I wanted to make clouds that are under the mountains but I’m getting heavy ghosting and trailing as soon as the clouds touch the mountains. Is normal behavior?

Thanks,

I just want to point out that the modifications you listed are not shown in the documentation on the website or after you install from EXE.

Alas, I get different errors. one has is an overload.


1>F:\UE4-18\Source\UnrealEngine\Engine\Source\Programs\AutomationTool\Win\WinPlatform.Automation.cs(43,12,43,22): error CS1501: No overload for method 'StageFiles' takes 7 arguments
1>F:\UE4-18\Source\UnrealEngine\Engine\Source\Programs\AutomationTool\Win\WinPlatform.Automation.cs(44,12,44,22): error CS1501: No overload for method 'StageFiles' takes 7 arguments
1>F:\UE4-18\Source\UnrealEngine\Engine\Source\Programs\AutomationTool\Win\WinPlatform.Automation.cs(45,12,45,22): error CS1501: No overload for method 'StageFiles' takes 7 arguments
1>F:\UE4-18\Source\UnrealEngine\Engine\Source\Programs\AutomationTool\Win\WinPlatform.Automation.cs(46,12,46,22): error CS1501: No overload for method 'StageFiles' takes 7 arguments

is placed after the StageTargets Foreach and before Splash FileReference.

I hope things haven’t changed between the first time I checked and upgrading to 4.18. lol

You could try tweaking “Cloud Threshold distance Km”, sometimes rendering huge objects (like the mountains in case) can cause some depth issues.

I think it is in our documentation (). I’ll need to test with 4.18 though.

Hello,

Did someone try to add to “Nvidia GameWorks builds | 4.17.2” - Maxime.Dupart’s branch?

Is there a detailed presentation for “merge” process?

Thanks.

I mean, the code you posted is slightly different from the one in the documentation. The one in the documentation hasn’t worked since 4.16 because of the many changes made to the header system.

Oh I see you are totally right, I’ll update the doc.

. Glad I helped. lol

Though do you know why I’m getting the ‘No overload method’ errors with the updated lines?

hey nacho_simul

having the exact same re: black shadows and the diffuse multiplier being no good in brightening the shadows due to the blue light it creates…

any ideas when a solution may be available as part of the skylight?

thanks in advance

Still new to plugin.

btw how to enable God rays. I don’t see of god ray in doc. but there is God ray option in the sequenceAsset.

could you upload the new video tutorial. because the latest video tutorial very different from the current version

Bug :

-Level with TS enabled.
-Load level during gameplay to a level with no TS -> Clouds still visible.
: Or just click new level and the clouds are still visible even tough there is absolutely nothing on the outliner.
: Or disable TS in one level, and it is disabled in another level when opened (as in the boolean is “visible” but no clouds).

4.18.1 / Latest TS build / nvd 1070 gpu.

Edit :

Bug 2 : Reflection captures do not see the sky and capture black instead. Same with skylight.

Want to try " product " again. Subscribed. Pay money. So…

  1. I find that sun is still " turn on " much later than just rise above the horizon and of course " turn of " earlier before it completely go down under the horizon. In some coordinates much later and/or much earlier and there is still no any " settings " for " turn on/off " start - end. Or I did’nt notice that " setting " ?

  2. The only way to workaround is to made my own blueprint that have it own directional lights and just get rotations from " True Sky ". But it still give wrong rotation as I post long time before ( 61 page ).

  3. If just assign light source actor to True Sky actor directional light " direction arrow " show right direction when it was sun and sun is shine. When sun is " turn off " and directional light " become " moon ( which can be seen looking at arrow ) arrow shows the correct direction as well … But why if it work good inside true sky it give wrong " Moon Rotation " if get it inside some blueprint from true sky " Get Moon Rotation " node?

So there are a few questions:

  • Is someone official from Simul still alive and competent to give some answer?
  • If yes - is there any way to setup sun On/Off start-end manually ?
  • If not - is there some way to just get right rotation for my own " moon " directional light from true sky " Get Moon Rotation " node ( maybe from some any ) inside other blueprint?
  • If not - why for so much time it is still broken and is there someone who fix it?
  • If not - why you still take money for it?

I thought that for so much time it was many fixes, changes and improvements. Giant facepalm…

Good morning @ I’m sorry to hear that you have issues with the plugin. I did some tests on my own with a BP like one:

https://i.gyazo.com/cec46b337a6ceaebec027dc99b27ecda.png

I also created a TrueSkySequence asset and changed all the “Automatic Moon Position/rotation” to true inside the Sky keyframes. Once that is done I see the sun and moon rise and set accordingly, whats the behaviour that you are looking for? Also, I would like to mention that if you want to have moon shadows you will need to increase the “Multiplier” at the “Update Moonlight” call as for the most part, moon light is so dime that shadows are disabled.

Thanks!

Hmmm … Very interesting. I try for a lot different variants before and it work wrong. Maybe it because i use one of default sequence asset from true sky folder instead of create new.
So I really create new sequence asset, select all the keys turn off check box " Automatically rotation " for sun and moon then turn on for all ant it work correct. Did not completely understand why last time i try turn off and on check boxes it did not work correctly. Maybe I did not notice something. But it does’nt matter.

It work - thank you very much.

But question why node " Get moon rotation " gives wrong output is still ? On pictures - very simple blueprint with just two arrow components orange for sun and blue for moon. I just get two nodes by typing " true sky " and then select nodes which belong to the found " True Sky ". As you can see sun arrow always show right direction. But moon arrow show wrong. And it looks strange that it always look like sun arrow mirrored according to some obscure principle.

Just information. Somehow happen that we using that plugin almost for 2 years now. It’s complete pain and suffering, absolutely each release has breaking bugs and you have to dance with tambourine to find them and fix. From build to build they randomly appear and disappear, I can’t ever remember how many times fixed that bug with invalid sun rotators…