[RELEASED] for UE4: Complete Sky and Weather System

Hello! How to properly adjust the rain bands? I downloaded “trueSKYUE4Plugin_4.19.0_4.1a.85_x64” and they still do not work

@**Algorithoom **Its probably not ready yet, there is a build cooking atm so probably tomorrow should be ready.

Hey, do you have any updates on ?

I’m still unable to use the plugin with 4.19, even with the latest version (tested with 4.19_4.2.478_x64 and 4.19_4.1a.478_x64).
If it’s a problem on my end, do you have any idea what I could try to fix it?

Hi,

Haven’t tested since 4.19 until today. I loaded up the previously working project and now I’m getting some edge bleeding I’ve never seen before. I googled around and checked the troubleshooting section but was unable to find anything that helped. What might be causing ?


It only happens when playing or simulating. Not in editor.

Thanks

Have you tried running the GetBinaries.bat script or downloading the binary distribution installer?

Could it be related with UE post processing (maybe TAA settings change during play mode)? Does it happen if you disable ?

Thanks for the quick reply. I found that a small post processing material I had forgotten about was causing it when I used . Thanks!

Is there any documentation on water available somewhere? I was unable to find anything.

Nice :), we haven’t documented it yet as is still on a pre-release state.

I see. I look forward to hearing more about it. It looks great. thank you!

I have another question. I keep getting the error below when I open one of my maps that contain a sequence actor. If i disable the plugin I can open it no problem.
Any idea what might be causing ?


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

TrueSkyPluginRender_MT
TrueSkyPluginRender_MT
TrueSkyPluginRender_MT
TrueSkyPluginRender_MT
UE4Editor_TrueSkyPlugin!FTrueSkyPlugin::RenderFrame() [d:\jarvis\uplugin\version\4.19.0\output\plugins rueskyplugin\hostproject\plugins rueskyplugin\source rueskyplugin\private rueskyplugin.cpp:3128]
UE4Editor_TrueSkyPlugin!FRHIPostOpaqueCommand::Execute() [d:\jarvis\uplugin\version\4.19.0\output\plugins rueskyplugin\hostproject\plugins rueskyplugin\source rueskyplugin\private rueskyplugin.cpp:2416]
UE4Editor_TrueSkyPlugin!FTrueSkyPlugin::DelegatedRenderFrame() [d:\jarvis\uplugin\version\4.19.0\output\plugins rueskyplugin\hostproject\plugins rueskyplugin\source rueskyplugin\private rueskyplugin.cpp:2735]
UE4Editor_TrueSkyPlugin!TBaseRawMethodDelegateInstance<0,FTrueSkyPlugin,void __cdecl(FPostOpaqueRenderParameters & __ptr64)>::ExecuteIfSafe() [d:\jarvis\uplugin\version\4.19.0\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:503]
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

Thanks!

Hi!

Since I actively use to integrate into my game, a number of questions have accumulated, the answers to which would help me complete the setup of the plug-in for the project faster:

Q1. Is it possible to realize the lighting of the terrain and other objects from flashes of lightning, without using objects of the UE (for example, Point Light)? If not, do you plan to add it to the plugin?

Q2. Is it possible to make rain drops reflect light from a dynamic light source (for example, from a flashlight)? If not, do you plan to add it to the plugin?

Q3. The coordinates given out by the Get Lightning function reflect the beginning and end of the lightning clip?

Q4. In video () shows the work of my function to display the location of the lightning strike - moving the light source to the Start coordinate produced by the Get Lightning function. In order to detect lightning, I made a condition under which the magnitude is 1. Assuming that the magnitude is greater than 0.5, the result is the same.

The question is why the Start coordinates are basically generated in the middle of the map, and not where the real lightning flashes occur? (there is a desire to create a properly working sound delay after a lightning strike, the calculated values can be seen at the top left of the screen).

Also, can you tell us what the result of working on the detected bugs is:

**B1. **Lack of rain bands. In the version of the plug-in on April 25, a bug is present.

B2. Flashes in the clouds shine through the objects. In the version of the plugin from April 25, a bug is present.

Thanks!

It seems that is crashing inside our dll, could you upload the crash dump?

Q1) Short answer, yes. Long answer, we only apply lightning illumination to the clouds but you can query the active strikes and then place point lights. For , you will use the method you mentioned: Get Lightning

Q2) It is possible if you provide your own reflection cubemap. Internally we use a default skylight that captures only the sky and the clouds. We could add the in-cloud illumination but I think that will be quite expensive.

Q3) It provides the start/end world positions of the strike yes.

Q4) It looks like Q3 is not 100% true, is probably a bug.

B1,B2) Both should be fixed but I will check it again.

Q5) We have the SpawnLightning method.

In general I would like to do a QA pass to the storm system, we fixed a few things in regards with the rendering of strikes (as a few months ago we switched from using geometry shaders to using draw calls that fetch Structured Buffers + compute shaders) but the connection between the engine and the plugin is missing a few checks to make sure it is doing what is expected.

I will be working on in the following trimester. If there is a in particular that is blocking you, please let me know and I will try to prioritise it.

Thanks.

Q5. And the reverse question - can I generate a lightning in certain coordinates (the beginning and end of the segment)?

Thank you very much!

Yes. At the moment, the most important thing for our project is the correct determination of the coordinates of the lightning, and the elimination of the bug with translucent objects (illumination in the clouds). The rest is less critical :slight_smile:

I believe it might have been caused by the water actor. I removed it and have been able to use the level and no problem after.
Below is a link to the file if you have any use for it. The problem went away though.

Thank you!

@**Algorithoom ** week I’ve done some progress with the storm system. I’m going to schedule a build that should be ready during the weekend.

You should be able to query the strike end position like :

https://i.gyazo.com/9765e58a8f3ff5b9c927ea416941f120.png

Also some fixes to branches have been added.

Hi,
I do not know what’s wrong. I can use with Nvidia VXGI1.0 UE4.19.1. But I can not compile with VXGI2.0 UE4.19.1 or 4.19.2. Do you have a suggestion?
Thanks.

Edit : I did it.

@**nacho_simul Water actors is good job, but there are some shortcomings I think.
For example, the fresnel(or reflection?) effect of water is too strong, causing the distant sea surface to be luminous.If it is the fresnel make so bright, the output of the Finel function should be 1-X. I don’t know will simul provide water material ,but I really want to edit it.
in addition, i want to know will simul’s water support buoyant, water flower interaction and shoreline **

@TX_LOSER I’ve pushed a small fix for the horizon problem, it should be up shortly. As for buoyancy and shoreline , these are currently being worked on and should be available in the preview soon.

Nice!!!

It looks great!

Hi~I found that is not available in 4.19. 2, is it not supported yet?