[RELEASED] for UE4: Complete Sky and Weather System

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showcases the problem in its entirety. You can see how looking up at the sky makes it disappear.
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Which version of and 4.20.1 plugin build are you using? I still can’t replicate it, however a new build has been released so it may be fixed in that.

I’m using 4.1a. I’ve tested all versions available on the website (199-204) and the problem still exists, but now I’ve done more thorough testing and it only seems to appear on maps I’ve imported from 4.19.2, on entirely new maps it’s not present.
However, even on new maps I’ve found an. There’s a problem with opacity. No matter how thick the cloud layer is, the objects behind the clouds are always visible.
are two pictures that showcase the problem, I’m using a very basic setup of one planar landscape, a directional light, sequence actor and skylight.

**Update: **Still an in the latest version of the plugin (trueSKYUE4Plugin_4.20.1_4.1a.204_x64).

Steps to reproduce:

  1. Create a blank new blueprint project.
  2. Package for Windows (completes successfully).
  3. Enable the plugin and restart the editor.
  4. Package for Windows (fails).

Can anyone confirm whether or not supports the Nintendo Switch? How’s the performance impact?

Using the latest version I’m getting lots of bizarre behaviour, including the sun brightness radically resetting and changing when moving from landscape tile to landscape tile in my game, the above mentioned transparency of clouds not working correctly, and the sky intermittently disappearing.

I am also seeing the of huge changes in sun brightness - I noticed it mostly when scrubbing the time of day in the sky sequencer. Also in VR, I can only see the sky in the left eye on the Vive, regardless of whether “share buffers for VR” is on or off.

When something goes wrong with it also seems to be doing a hard crash, there isn’t the usual crash log window pop up that you typically get when UE4 crashes.

Would be curious about myself! Whenever I try to use volumetric lighting, the sky remains unaffected by the fog, creating a harsh transition between the ground objects and the sky.

Same . 's an image that illustrates the:

I’ve downloaded and installed several times and the plug-in is not listed in in Unreal. Not sure what I’m doing wrong.

Please send or post a minimal example project with the and I’ll take a look!

I searched a lot , but i can’t find information about that If i can create FULL skydome with plugin , because it is half skydome based…then can I create FULL skydome with plugin ?

I think about planet sky - full sphere , not only half sky for “flat” mapped Earth or something…

Sorry for yet another post about , but are there any updates on the building issues in 4.20? I still can’t package any projects with the plugin enabled (version 4.20.1_4.1a.214_x64 or older) and urgently need that functionality in the next few weeks.

Error message:


UATHelper: Packaging (Windows (64-bit)):   ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files\Epic Games\UE_4.20\Engine\Plugins\TrueSkyPlugin\Intermediate\Build\Win64\UE4\Development\TrueSkyPlugin\TrueSkyPlugin.precompiled'.

Steps to reproduce:

  1. Create a blank new project.
  2. Enable the plugin and restart the editor.
  3. Package for Windows.

Is there a way to turn off horizontal fog or something it is for full skydome effect , on screens and videos i don’t saw that option or anybody just don’t try ?

Hello, team.

I’m using UE4.20.2 and version 220 of binary version.

I think there is a problem when the time of sunset or sunrise.
Looks jaggy.
Could you fix ?

I tested settings on “Fixed Number”, “Game Time”, and “Real Time” in Interpolation Mode.
(The screenshot is taken on “Game Time” setting, sunrise.)

One way of reducing effect is to change the ‘Integration scheme’, found under the Clouds tab in the sequence actor, from Grid to Fixed. may however result in visual artifacts when you fly through the clouds or move at great speed through the scene. You can also reduce the effect by going into projects settings and increasing the ‘Default cloud steps’ value in the plugin settings, however will likely reduce performance.

Just as a side note as well, Interpolation mode only changes the way values within the sequencer are interpolated between keyframes, and don’t directly affect the quality of the clouds

[USER=“1210893”][/USER]ichael_simul:

Is the screen I posted in the previous thread expected behavior? Especially that the sun disc is never really occluded by the clouds?

That shouldn’t be happening, though i can’t replicate it in 4.2. What and UE4 versions are you using?

Thank you for the reply.
I tried but the result is like .
I don’t think it looks good.

I changed the settings,
Integration scheme: Grid to Fixed
Default cloud steps: 200 to 1000

Any ideas to fix it?

I’m using UE4.20.2 4.1a version 220.

Latest build (Aug. 29th) fixed the sun disk occlusion issues for me, thx!