Same problem .
I just downloaded and installed the latest version from the simul homepage (4.20.3 4.1a 263 binary distribution). I created a new project and added True Sky to my scene.
Then I was able to package without any problems. It seems like might be fixed…
I have just tested building/packaging it, also a succes. @Trueskydevs , thank you!
I’m trying to follow doc as I need to merge code with my own custom UE4 fork but I don’t understand where I’m supposed to paste the code in WinPlatform.Automation.cs
At the end? At the begining? Between any lines?
Hi, I’m using version: trueSKYUE4Plugin_4.20.3_4.2.264_x64 in UE4.20.3. It seems that if I open the TS Sequnce asset it tends to crash. Not perse at once but sometimes after a few changes are made… Anyone with the same problem?
The crash reporst are different each time.
Anywhere within the GetFilesToDeployOrStage function should do, though I would suggest somewhere in the middle.
Do you have any examples of these reports?
@michael_simul Yeah sure: is the most common one:
Found the, there should be a fix out in the next build
thx, I will try it later week
Have a problem , we can manualy control the sun rotation or override the sun direction vector, but can’t find other paremeters. Are the Sun Diameter float and Light wavelenght/Irradiance vectors exposed somehow to the blueprints?
You can modify the value of the Sun Diameter via the ‘Set Sky layer Float’ function. Light wavelength and Irradiance don’t seem to be exposed, however I can add them for the next build, where you’ll be able to set them from the same place.
Hi. The sky disappear when looked under some angle if a material using tessellation is in the scene. Is it a known?
Hello,
When can we expect the 4.21 update for the binary distribution?
Why are we still waiting for the binary version 4.21, when the other versions are already there?
Thx, that will help a lot
Which UE4 version are you using? If it’s 4.20, then it’s a known bug with Unreal itself, however it’s been fixed for 4.21 or in our own 4.20 Source version.
What about the release of the 4.21 binary distribution? I’d like to switch engine versions as soon as possible, but is a necessity.
Hi.
Есть , есть вода. Есть разделение воды на подводную и надводную часть. Делается это через маску, которая рендерится через CustomDepth stencil. Достается это все в шейдере для постэффекта и там формируется разделения экрана. Как только включаю Render CustomDepth pass, так отваливаются облака труская. Если не включать тесселяцию в материале, который рендерит маску, то тогда все работает нормально.
Подобный подход для разделения воды используется в проекте UE4-OceanProject/OceanProject. Cкачал его, подключил к нему трускай и та же проблема. Может кто-то сталкивался и знает как решить проблему?
Trial installed. I have water in my project. water is separated into underwater and above water. is done via mask, that is rendered through CustomDepth stencil. Then I get it in the posteffect shader and divide the screen there. But when I turn on Render CustomDepth pass, the clouds are gone. If I disable tesselation in the mask render material, it works fine.
Such water separation method is used in the UE4-OceanProject/OceanProject project. I downloaded it, connected - the same problem/ Anyone experienced too? Can it be a trial limitation? Any thoughts? Thanks.
What about 4.1a for ue4 4.21?
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Hello! I’m having a bit of trouble. It seems that UE ignores the lightbuilds that I do (with having the plugin in use). The editor completes the lightbuild (for result see “viewport mode” image) but shows deep black shadows when I enter play mode. Toggling off the visibility of the TrueSKYSequenceActor while being in the viewport makes the shadows look like in play mode. When I restart the editor, the lightbuild result is gone entirely and I’m seeing the dark shadows from the “play mode” image, too. I’m working with UE 4.19. and 4.1a. Does anyone have a clue why happens?