[RELEASED] for UE4: Complete Sky and Weather System

I’m glad to see it worked. Its possible that the GetMoonRotation node is doing something different (and wrongly) we will check it!
Thanks.

Hi, I have to agree with you in the aspect that sometimes we break things and those get pushed to the main build. We are planning to implement something so we only submit things “release tested” and maybe have downloads available for beta versions. Thanks.

Put a pin in for now. I’m having a hard time reproducing . I’ve disabled before and reenabled with fresh versions before and the problem occured. Why now?

[spoiler]I’ve come to say, that the longest standing bug/error my game has had ever since mid 2015…was caused by . Let me elaborate. Ever since the pre-alpha patreon release back then, we’ve had users claim “Fatal Error” messages with no details. In the log, it doesn’t give a reason only that it broke the RenderingThread.cpp.

Every since, we’ve had “Fatal Error” whenever loading into a new level, randomly. DOESN’T always happen for some reason. But last night, I decided to make a part of the game stream through. Every single time it streamed, baaaam, “Fatal Error” and no reason. Now its happening and the only thing that I thought was the decider of error…was that both levels had a TrueSkySequencer in it.

I know, I skipped the next step to properly provide evidence that the two sequences caused the error, but I took the and disabled and disconnected the nodes in the lighting stream level.

I forgot to mention, I was unable to use the “Launch” button to instantly run the level in separate runtime. It for some reason gave me a fatal error.

Now, I can launch a level with no error. I can also stream in the level, with no fatal error.

I’m going to package it out, play and see if I get error ever again. The problem with point out is that…well…THERE IS NOTHING TO GO ON. It doesn’t state the error or anything. Just “FATAL ERROR” and that the rendering thread was broken. Nothing. Two years to find error.

Going to report back after final testing.

is the general error. It may change format, but it never EVER provides anything useful.


[2017.12.18-04.03.59:219][570]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2017.12.18-04.03.59:219][570]LogThreadingWindows: Error: Runnable thread RenderThread 1 crashed.
[2017.12.18-04.03.59:219][570]LogWindows: Error: === Critical error: ===
[2017.12.18-04.03.59:219][570]LogWindows: Error:
[2017.12.18-04.03.59:219][570]LogWindows: Error: Fatal error: [File:F:\UE4-18\Source\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 813]
[2017.12.18-04.03.59:219][570]LogWindows: Error: Rendering thread exception:
[2017.12.18-04.03.59:219][570]LogWindows: Error: Fatal error!
[2017.12.18-04.03.59:219][570]LogWindows: Error:
[2017.12.18-04.03.59:219][570]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffff
[2017.12.18-04.03.59:219][570]LogWindows: Error:
[2017.12.18-04.03.59:219][570]LogWindows: Error: [Callstack] 0x000000008BA4EF4A UnknownFunction ]
[2017.12.18-04.03.59:219][570]LogWindows: Error: [Callstack] 0x000000008CCE7DA8 UnknownFunction ]
[2017.12.18-04.03.59:219][570]LogWindows: Error: [Callstack] 0x00000000890EE6E0 UnknownFunction ]
[2017.12.18-04.03.59:219][570]LogWindows: Error: [Callstack] 0x00000000A4698880 UnknownFunction ]
[2017.12.18-04.03.59:219][570]LogWindows: Error: [Callstack] 0x00000000A4698880 UnknownFunction ]
[2017.12.18-04.03.59:220][570]LogWindows: Error: [Callstack] 0x00000000A4698880 UnknownFunction ]

EDIT: I can now say with 100% certainty that was the culprit of a two year old problem. Not a single fatal error. Only downside is that the lighting requires and now I have an uncertain waiting period for a fix that is critical to me being paid.

I guess the best way I can reproduce the error is you have to have two levels that have a TrueSkySequence in it. Have a trigger that opens the other level. And have the other level open level to the original level and see if the Fatal Error appears. ONLY occurs in a packaged game. Not in “Launch” or “Standalone”.

Another alternative to reproduce is to have a level that streams in another level that has a TrueSkySequenceActor and see if that brings up a fatal error which then may direct you to a possible solution.

I can’t fathom how has been present for two years without anyone else having the problem, especially over many versions and fresh engine compiles. I’ll make an attempt to create a project that reproduces it so I can provide it if needed.

I can say that Macros or old nodes weren’t a problem either because throughout the last two years I’ve rewrote in blueprint how lighting is handled, with all notable changes during each release.[/spoiler]

Modified the previous post for now.

I have a new question. Why doesn’t the TrueSkySequenceActor have a direction light intensity exponent like the macro has so we can choose to make it darker/brighter? Right now setting the actor to direct the light, makes the light overblown at noon.

  • The blueprint function “Get Moon Rotation” doesn’t work correctly. It returns a fixed value instead of the current moon rotation. If the function “Get Sun Rotation” is used somewhere, “Get Moon Rotation” returns a value that changes over time, but it’s not the actual moon rotation.
  • “Set Moon Rotation” and “Set Sun Rotation” also don’t work. Any rotation values that get plugged in are completely ignored.

Tested with plugin versions: 4.18.1_4.1a.1154, 4.18.1_4.1a.1195, 4.18.1_4.1a.1205

Sample project download (36MB)

Is there any could be fixed within the next two weeks? :frowning:
[HR][/HR]
Scrubbing the time (set by the “Set Time” function in a blueprint construction script) no longer updates in real-time. can also be tested in the sample project linked above. Is a or due to changes of UE4?
[HR][/HR]
The values set in * sequence assets* appear to be inverted. For example: Decreasing the “cloudiness” increases cloud density instead of lowering it.
[HR][/HR]
Playing in editor or playing a development build occasionally causes a crash with the error message in the spoiler below. I can’t reliably reproduce it, but it happens several times a day, seemingly at random, on two different machines with completely different hardware configurations. It also happened in blank new projects that have basically no content other than . The sample project linked above also crashed several times while playing in the editor.

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

FS!FTrueSkyPlugin::UpdateFromActor() [d:\jarvis\uplugin\version\4.18.1\output\plugins rueskyplugin\hostproject\plugins rueskyplugin\source rueskyplugin\private rueskyplugin.cpp:3828]
FS!FTrueSkyPlugin::RenderFrame() [d:\jarvis\uplugin\version\4.18.1\output\plugins rueskyplugin\hostproject\plugins rueskyplugin\source rueskyplugin\private rueskyplugin.cpp:2700]
FS!FRHIPostOpaqueCommand::Execute() [d:\jarvis\uplugin\version\4.18.1\output\plugins rueskyplugin\hostproject\plugins rueskyplugin\source rueskyplugin\private rueskyplugin.cpp:2286]
FS!FRHICommandListExecutor::ExecuteInner_DoExecute()
FS!FRHICommandListExecutor::ExecuteInner()
FS!FRHICommandListExecutor::ExecuteList()
FS!FRHICommandList::EndScene()
FS!FSceneRenderer::RenderFinish()
FS!FDeferredShadingSceneRenderer::RenderFinish()
FS!FDeferredShadingSceneRenderer::Render()
FS!FRelevancePacket::RenderThreadFinalize()
FS!TGraphTask<FRendererModule::BeginRenderingViewFamily'::26’::EURCMacro_FDrawSceneCommand>::ExecuteTask()
FS!FNamedTaskThread::ProcessTasksNamedThread()
FS!FNamedTaskThread::ProcessTasksUntilQuit()
FS!RenderingThreadMain()
FS!FRenderingThread::Run()
FS!FRunnableThreadWin::Run()[/SPOILER]

Hi,
I have not downloaded anything so far, merely just read posts (not all 85 pages of course!). I have requirement of dynamic sky (have tried UDS so far, and like it minus GPU performance). I have a few questions:-

  1. Does development in affect the UE4 plugin (and not the core ?). Just to be very clear, there should be two kind of binaries which is 1) core dlls - they can be used by other game engine. 2) UE4 plugin.
  2. Do we have the source code for the plugin?

Hi!
Hope you all had a great holiday season :slight_smile:

@Syedhs

  1. core dlls are indeed shared across engines. For the UE plugin you can either get it from the binary release or compile it yourself.
  2. You need a special license to get access to the source code. (https://simul.co/main//)

@
Does any of the things said above help?(the conversation with ) it seems to be related with it. Are you still having the inverted?

@
I will make a test with streaming and see if I can catch it.

@
I’ve done a few tests both with a packaged build and also in editor and seems to work, but I’m sure there may be something I’m not aware. Are you on the slack channel? Please PM me with your email and I’ll invite you so we can debug better.

@ I’ve sent you a PM.

Hello,
We just solved an with the automated subscription system and any affected users will have their money refunded immediately (plus a free subscription). Please let us know if there are still any other issues going on.
Thanks and sorry about any inconvenience.

Thanks for the reply!

The issues are partly the same as those mentioned by , but I don’t see any solution to “Get Moon Rotation” not working correctly, nor to “Set Sun Rotation” and “Set Moon Rotation” not working at all. The file I linked above is a clean new project with a new TrueSkySequenceAsset, so it’s probably not an with my setup. Yet the “Set … Rotation” blueprint functions do nothing at all.

As for the inverted: Unfortunately, it’s still a problem for my existing SequenceAssets. New assets don’t seem to be affected though, so I’ll see if I can transfer my settings to a new Sequence.

Morning
We are working on a fix for the set node. You could try to use winmerge on an old sequence and a new one and see if you find a difference.

Hi Simul people,

Finally made it over most of the hurdles with getting plugin up and running in UE4 by reading through thread—seems like kind of a moving target for everyone. Really happy with the results now, but having one last with a translucent material rendering above the clouds as described on the Unity troubleshooting page: .simul.co/unity/Troubleshooting.html

"CETO

Any transparent shaders in use will need to be modified, otherwise the water may render above the clouds. In the OceanTopSide_Transparent shader, find the “Queue” tag and change it from “Transparent-1” to “Transparent-500”. Find the same tag in the “OceanUnderSide_Transparent” shader and change from “Transparent-2” to “Transparent-501”."

Given that is for a different engine altogether, what would the solution be? Just working with the standard water planes content Epic put out a while ago and using for UE4 binary. Also tried throwing in the transparency node, but that made no difference either. I’d imagine is probably something somebody’s run into before, but just can’t seem to find a clear fix for it anywhere.

Really appreciate the help.

Hi @Samuel Moore!
I’m glad to see that you are happy with ts. The transparencymod that we provide to the material editor should fix problem.

First make sure that all of properties have something set to it:

https://i.gyazo.com/4223198abdd9b5c7d5e0eeebda19374a.png

There is a problem though, by adding the ts modifier you will reach the limit of textures in a pixel shader (16) you will need to create a more optimal version that uses less texture samples.

Thanks.

Hi Nacho, thanks for the quick response. I do have all four of those RTs set, but still seeing the. I dug around in some of the plugin files and found one error present in the transparency asset (not the modifier):

[SM5] (Node TextureSampleParameter2D) Param2D> Requires Texture2D

Could be part of the problem? I also tried making a super simple transparent material using the modifier and just a vector and 2 constants, but that resulted in the same.

I can’t find that error, Could you upload a small repro project?
Thanks

Let me know if that link works. The error is in TrueSkyTransparency\Content\TrueSkyTransparencyContent\TrueSkyPluginContent rueSKYTransparency.uasset

Wondering if someone could just re-upload a link to the plugin content somewhere, since even the transparency modifier has a disconnected node for emissive that needs to be reconnected, which was also noted by a user earlier on thread.

Thanks again.

Ok so it seems that for some reason you have duplicated assets in there “TrueSkyTransparencyContent->TrueSkyPluginContent” and in **“” **and you were providing the wrong render targets (we reference in our assets the rendertargets inside the “” folder but those didn’t have any data :slight_smile: ).

Oh and is the project: https://drive.google.com/file/d/1E1rwIoz8qAxO-_Uy1dG6KpD9LSzd0rJC/view?usp=sharing

Wondering where new “” folder came from. Is something you dropped in? If so, would that mean the problem is just a matter of naming convention? I’ve been having to just copy the plugin content files over from the installation location in program files. It seemed like that was the only way to get the RTs etc. into a project, and the folder I’ve been copying in is called “TrueSkyPlugin,” so the naming there is already throwing that workflow off if that’s the. Is there another way to get the plugin files into a project?

In any case, I was able to copy the new “” folder (from the update you sent) into my active project and set the RTs using those files instead, and everything is working great now—thank you so much!

Glad to see its working! The plugin files should appear automatically once you create a project with an engine with the plugin installed. You could try deleting all ts files and getting the plugin again.