I think there is way of fixing with the current plugin code. Instead of using the wind, you can use an absolute offset system. First, you should create a vec2 to hold the absolute offset, you can increase it each tick to create motion. Then, during start-up, you should set the cloud keyframer bool “ExplicitOffsets” to true. After , you can set the cloud keyframes value “offsetx” and “offsety” to the desired offsets. will effectively disable the “interpolation”, however, we will keep interpolating internally between keyframes, so be sure to set the offset to the current keyframe and to the keyframe +1 (in case you have multiple keyframes).
Hmm not sure if I understand. Can you maybe make a screenshot of the setup? Or maybe the first part
Also will send a private message with the link to the dropbox project.
Thx again and have a good weekend!
Hi, using 4.1a plugin with UE 4.18.3 I have the following problem : as soon as I associate a directional light to the TrueSkySequenceActor (in Lighting section), my terrain becomes all back. If I dissociate the light from the TrueSkySequenceActor the landscape remains black! Any idea? In terms of light I only have a directional light and a skylight in my level.
Update: I realized the TrueSkySequenceActor, when controlling my directional light, is setting its intensity to 0 and color to black, is why my level goes black. I cannot change unless I unassign the light. Why ? I just want to light my level normally (without code for now!). I also replaced my skylight with a TrueSkyLight.
is not a night scene indeed. I am in the editor, I am not running any game code, I am not sure how to change the time of day in condition. If I use a TrueSkyLight the landscape will light a bit (normal behavior).
Hello nacho_simul, after updating to new version of TS (4.1a from 19 Feb - binary UE4 installation 4.18) I noticed you made progress with rain masking and also noticed tutorial in your documentation. If I understand it good, it’s solution, where Scene Capture 2D is always at the same position when playing game, so it’s masking still the same area.
I need it to follow the player’s character - typically if you imagine game, where you have many buildings, caves, etc…, you want to have rain masking everywhere indoor. I tried different solutions in Level Blueprint (or even converting Scene Capture 2D to Blueprint Class) and set Scene Capture 2D location with nodes according to the character (Pawn) location using Event Tick, but the rain is still masked only in area, where I originally placed Scene Capture 2D in map. Is there any solution for ?
@**Could you resend the dropbox link? I cant access it.
@eyoliYou need to drive your directional light (sun) direction using the direction from , if you want to see changes on the editor, you will need to add the code to the blueprint constructor otherwise you will only see it once you hit play. .simul.co/unrealengine/Tutorial.html (Implementing Lighting)
@ **I will need to test it, but if you move the capture (and set it to recapture) will that work?
@nacho_simul I recorded video and added subtitles, I think it’s better than 1.000 words It’s simple scene made in UE4 Third Person Character Template. You can see Scene Capture 2D settings there and to TrueSkySequencerActor I only assigned that SC 2D actor (didn’t change parameters in Rain Mask Width or Rain Depth Extent). Hope it helps to understand my strange behavior of rain masking. Link to video: TS_Rain-Test_01.mp4 - Google Drive
Also tried out the 4.2 build for 4.18 But it still seems to have some problems (or I don’t understand it). For example, I no longer see keyframes for 3d clouds.
I also read article: https://80.lv/articles/-making-skies-alive/
And is what I want to create:
“you can have a clear sky overhead, but a gathering storm in the distance. But more than that, you see that storm building as you approach it, seamlessly transitioning from one state to the other.”
Only I don’t move but the weather does move.
That looks wrong yes, as far as I know only one mask is allowed at the moment , but that doesn’t explain why the strange behaviour. I will ask the person who implemented and see if we can fix .
@Burnz is currently an in-development , right now it’s non-functional within the editor but there should be an early preview out soon, and we’ll be demoing it at GDC.
Question 1. Have ideas how to fix ? (light from lightning is visible through the landscape and other objects, the inclusion of the option “Shadow Two Sided” does not solve the problem).
Version of is 4.19.0_4.1a.37_x64 (new).
Question 2. I have problems with the implementation of the rain bands, visible in the distance. Did someone manage to customize them?
Question 1. Have ideas how to fix ? (light from lightning is visible through the landscape and other objects, the inclusion of the option “Shadow Two Sided” does not solve the problem).
Version of is 4.19.0_4.1a.37_x64 (new).
Question 2. I have problems with the implementation of the rain bands, visible in the distance. Did someone manage to customize them?
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Hi! Can I ask how did you implement that spherical world ? It looks like something is messing with the depth (which relies on to composite clouds and other ).