Thx for the exposed radiance and wavelenghs, though there is a bug with it. If you change the radiance/wavelenght through menu, everything works fine, but if you change it through blueprints with the newly exposed parameters - only the atmospherics change, the color in the directional light actor doesn’t change.at all so the rest of the scene looks out of place. And we can’t change directionallight color manually cause it’s controlled by sequencer.
i do not see anything what is over the water like the sun ,clouds reflecting in water surface …when i am underwater , how to make it translucency as in video ? Simul Water Update #2 - YouTube I have downloaded trial [trueSKYUE4Plugin 4.20.3 4.2.289 x64] Issue - Album on Imgur
Also I have problem with opacity of the clouds , because i always see landscape throught clouds, no matter in what angle I am looking at it , time of day distance and i didn’t find any solution for that…anyone know what need to do ? Same problem like https://.unrealengine.com/comm…97#post1512717 I know that it is possible to make clouds opaque like there https://youtu.be/rGz2AW6hD7Y?t=39 or https://img.itch.zone/aW1hZ2UvNTcwMDAvMTMxOTgwNS5qcGc=/original/0zVme4.jpg
Also i have problem with disappearing sky when I am looking under some angle if a material using tessellation is in the scene f. e. If it is Landscape mateial then Tru Sky is visible at the distance from surface or looking under specified angle above terrain and if it is Ocean Plugin then it is visible only nearly above horizon - angle 0…
I’m trying to make a cinematic of a sped up day cycle with in UE’s sequencer (from sunrise to night). The clouds are always fuzzy/pixelated when in movement, like they’re rendering. Is it possible to get rid of these artifacts?
is a bug in 4.20, please upgrade to 4.21 or use our 4.20 source, which is available on the Git and includes a fix.
At the moment, the water is only fully functional in our UE4 source build, since it requires the colour of the current render target in order to apply refraction, which Unreal doesn’t currently support for external plugins.
Thanks for bringing problem up, it should be fixed in the next build
Am I able to get access to Build UE From Source [simul modified UE] with trial license ? [Once your access is confirmed (by email), you will find the source repository or simply Clone in Windows]…i am asking because when I am requesing access there is a problem [Oops… Something went wrong]
EDIT: I thought TRIAL is for testing something before buying it in limited time.So I can’t get access to github without at least indie licence , right ?
EDIT2: How to fix when Ocean Plugin eats clouds that are “on oceans surface” ?
Cloud Shadows [Light Function] in 4.21 are broken , that’s mean they do not follow clouds ,but they behaviour is strange Imgur: The magic of the Internet
And there are missing “deploy to content” assests inside plugin folder - that’s causing sequences and other files missing
K, almost works perfectly, except for the atmospherics flickering
The flickering occurs when when in a color transition phase (color differs from previous frame). One frame with out of place color shows up. Happens randomly, or when hovering over editor gui elements:
Or constant flickering with delay node:
If atmospherics amortization is set to 1 then one whole frame is rendered with a broken color.
Code that was used update wavelenght and irradiance with delay node (worst case). The timeline has a color changing gradient
Hello first of i have three problems, when im in my Simul account and try to get access to the Git repository but when i type in my Account name of git it always says “oops something went wrong” thats a big problem cause i cant use the water properly, already wrote a ticket didnt get a answer.
second nighttime has no lightning and i dont know why, it looks like i go unlit at night
third if im activating true sky no matter which of the version and try to install it on ue4 4.21 it does not even have the true sky folder in it so i cant set it up in anyway. (yea i copied the folder from 4.20 and paste it in 4.21 but i think its not the best soultion)
maybe if its possible you can give me github access from same name…
greetings
Hello, I’m now preparing to add to the GAMEWORKS version of UE44.21, but I can’t build it at all. TrueSkyPlugin and TrueSkyEditor Plugin are always lacking. Why, please?
The latest version of 4.21 is completely out of control with blueprint!! When I use the Get Next Modible node to get the sequence, I use the SetKeyframe node to set the parameters. After the first time I do , I can control the sky and clouds normally. But when I close the project and open it again, the whole project crashes directly and can’t work properly. Two SetKeyframe nodes It will cause project crash when the project is opened again!
I’ve tried to use it in 4.21 of the binary version, as well as in the custom build version, which makes completely unable to use blueprints for quick adjustment and control, and even causes the whole project to collapse.
The engine version I used was version 4.21, was version 4.2 301, and I tried a lot. When I used version 4.1, there was no such crash, but Water1 4.1 was not available. Once I use any version 4.2 (296-301) and try to use blueprints to control key frames in version 4.2, the engine crashes.
As long as any Set Keyframe node is used in the blueprint, everything works well at the first run, but when I close the project, open the project again, and open the corresponding checkpoint file, the engine will crash directly. I have done a lot of versions of testing, and now all 4.2 versions that can be downloaded exist . A serious problem!!
made it impossible for me to use any 4.2 version of , because in version 4.2, using blueprint to control became one-time, unable to use the second time!
The following attachments are error reports of similar nodes and engine crashes that cause crashes. Several types of SetKeyframe cause engine crashes, which seem to occur when blueprints and are initialized.
Hi.
I don’t understand how lighting works with your sky system.
With default settings and the “cumulus” default sequence, the sunlight is a 24 lux with a sunny weather which doesn’t make any sense as sunny weather sunlight should be between 32 000 to 120 000 lux. I thought that your system is “physically based” so it’s strange to see that default sunlight is set to such low lux value.
As the sunlight intensity can’t be set manualy because controlled by the plugin, I tryied to push the “Sun Multiplier” in the TrueSkySequenceActor until I can read a directional light intensity that makes sense (sun multiplier : 1500 = Directional light intensity : 36 000 lux). Is that ok?
Now the problem is that after setting the exposure, the sky is almost pure black because the skysphere (not the SkyLight component) does not emit enough light (of course, same with shadows because there’s almost no sky reflection. A chrome sphere in the scene is pure black too)
Then I need to know how to push the sky intensity and I’m lost.
- The “brightness” setting in the TrueSkySequenceActor seems to be a general multiplier, so it change the DirectionalLight intensity too: wrong choice
- I don’t know how the “Lighting” settings in the actor works as they are all greyed.
- I tryied to look at the sky settings in the “cumulus” sequence but I can’t find anything about the sky. Trying to play with settings , even “atmospheric” settings leads to changes in the DirectionalLight intensity.
Hello,
I’ve been working with for a while, and I’ve set it in a new perforce workspace. However, when I try to build or even edit values in the sequence actor, UE4 crashes and prints the following error. What can I do to fix ?
LoginId:3541d3bc491a81722828f1817b8e3c91
EpicAccountId:
Access violation - code c0000005 (first/second not available)
UE4Editor_TrueSkyPlugin!FTrueSkyPlugin::UpdateFromActor() [d:\jarvis\uplugin\version\4.19.2\output\plugins rueskyplugin\hostproject\plugins rueskyplugin\source rueskyplugin\private rueskyplugin.cpp:4490]
UE4Editor_TrueSkyPlugin!FTrueSkyPlugin::RenderFrame() [d:\jarvis\uplugin\version\4.19.2\output\plugins rueskyplugin\hostproject\plugins rueskyplugin\source rueskyplugin\private rueskyplugin.cpp:3089]
UE4Editor_TrueSkyPlugin!FRHIPostOpaqueCommand::Execute() [d:\jarvis\uplugin\version\4.19.2\output\plugins rueskyplugin\hostproject\plugins rueskyplugin\source rueskyplugin\private rueskyplugin.cpp:2592]
UE4Editor_TrueSkyPlugin!FTrueSkyPlugin::DelegatedRenderFrame() [d:\jarvis\uplugin\version\4.19.2\output\plugins rueskyplugin\hostproject\plugins rueskyplugin\source rueskyplugin\private rueskyplugin.cpp:2890]
UE4Editor_TrueSkyPlugin!TBaseRawMethodDelegateInstance<0,FTrueSkyPlugin,void __cdecl(FPostOpaqueRenderParameters & __ptr64)>::ExecuteIfSafe() [d:\jarvis\uplugin\version\4.19.2\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
Same . Were you able to fix it?
@SachaB95 you can reduce artifacts by decreasing the cloud amortization inside your TrueSkyActor details panel. Decreasing value can decrease performance but you can try out the best value suited to your scene. Perhaps a dev can tell you more about it but for now i hope information is quick and helpful.
It has been a long time, but no one has answered question. question does not appear in 4.1, but all 4.2 versions have problem, which directly leads to the 4.2 version completely unable to use blueprint control, but why has no one managed problem all the time?