[RELEASED] for UE4: Complete Sky and Weather System

Hello CrashAngel.

As you’ve not posted before in forum, it’s not clear what issues you are referring to - we don’t have a way of matching up your username to your email address to find your messages. Why not email [EMAIL=“”], referencing post, and I’ll confirm when we receive the message - if not it, your emails might not be arriving.

If you’d like to know how to control from Blueprint, I suggest http://docs.simul.co/unrealengine/Blueprint as a good starting point. You can control any of the keyframe properties from Blueprint, so I expect that creating presets would work well with interface.

Yes - when 4.8 is ready we will release a 4.8 version.

You don’t need the SDK installer to use the UE4 plugin. All the necessary binaries are in the branch of UE4, at https://github.com/simul/UnrealEngine,
you’ll find full instructions at http://docs.simul.co/unrealengine/ on how to build branch and run the plugin. You don’t need to have an existing version of UE4 on your machine, because the branch contains the entire engine - it’s the simplest way until UE4 implements the required features that we added. No-one can access our branch unless they are registered with Epic, so make sure you have the same GitHub username registered both with Epic and with Simul.

Sorry for the delay, your key should now appear on your account page. However we’ve not received any emails or phone calls about ; are you using ? And our phone number is +44 208 133 6920 during UK office hours.

Hi @ ,

My Email Registred is romeuthiago@hotmail.com,

What I need to do is be able to build the presets out of TimelineTrueSkyEditorSequence … only through BluePrints … I say because through their editor I can not have multiple presets loaded into memory to run whenever you want …

Example if I change he wished colors the sky and decrease the clouds would be stuck in some key time between 00:00 and 23:59 … so the presets would have to be adjusted by a period … And I could not shoot any event so that for example at the same time I could change all styles of property separately …

The problem is that over the BluePrints I do not have access to all the properties that are in the editor … Type Changing the color of the sun, etc … There are many more properties available in the Editor than BluePrint …

Now, again … There is a possibility I have access to all properties Editor by BluePrint so I can develop what I need?

Grateful!

I signed up for system. Cant wait to try! :smiley:

How long does it usually take before I get my substription system?

Should be straight away - if not please send us a mail at [EMAIL=“”]

Got it now. Thanks :slight_smile:

Hi Romeu,

If you’re looking for direct control of the sky colours, is a new that we’re introducing - the colour tables for a keyframe can be edited directly. Possibly what we need to do is make it possible (in Sequencer) to create a keyframe, edit its colours and properties, then save it as a named preset. Then, from Blueprint, you can trigger that preset by name at any time. Would that meet your needs?

Do I need to fill in a company? I am linked to the EpicGames GitHub site. Or can I use it as an one-man team?

Hey ,

I just wrote you a mail, but for the sake of reaching you as quick as possible (so I can make use of my 30 day trial), I want to post as well.

So I registered, got a 30day trial from you guys (incl a key) and I followed your instructions.

I downloaded your engine version from github, I ran setup.bat, I then generated project files and built development editor win64 from the solution.
I was able to start the editor and add a sequence actor to the scene, but when I want to put in the actual sequence asset, it just crashes 100%.

is my callstack:
Fatal error: [File:C:\TrueSkyUnrealEngine-4.7\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 657]
Rendering thread exception:
Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000

TrueSkyPluginRender_MT.dll!simul::dx11::Texture::activateRenderTarget() (0x000007fec77a2b0e) + 24 bytes [c:\simul\simul\platform\directx11 exture.cpp:900]
TrueSkyPluginRender_MT.dll!simul::plugin::PluginTrueSkyRenderer::Render() (0x000007fec77983f2) + 0 bytes [c:\simul\simul\plugins\ue4\pluginrenderinterface\plugintrueskyrenderer.cpp:325]
TrueSkyPluginRender_MT.dll!simul::plugin::PluginTrueSkyRenderer::RenderFrame() (0x000007fec77990c6) + 0 bytes [c:\simul\simul\plugins\ue4\pluginrenderinterface\plugintrueskyrenderer.cpp:171]
TrueSkyPluginRender_MT.dll!StaticRenderFrame() (0x000007fec7790d07) + 121 bytes [c:\simul\simul\plugins\ue4\pluginrenderinterface\renderingplugin.cpp:608]
UE4Editor-TrueSkyPlugin.dll!FTrueSkyPlugin::RenderFrame() (0x000007fecbd6b548) + 0 bytes [c: rueskyunrealengine-4.7\engine\plugins rueskyplugin\source rueskyplugin\private rueskyplugin.cpp:916]
UE4Editor-TrueSkyPlugin.dll!TBaseRawMethodDelegateInstance<0,FTrueSkyPlugin,void __cdecl(FPostOpaqueRenderParameters & __ptr64)>::ExecuteIfSafe() (0x000007fecbd65d0c) + 0 bytes [c: rueskyunrealengine-4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:582]
UE4Editor-Renderer.dll!FRendererModule::RenderPostOpaqueExtensions() (0x000007fed37d0e42) + 0 bytes [c: rueskyunrealengine-4.7\engine\source\runtime\renderer\private\scenerendering.cpp:1219]
UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render() (0x000007fed35edc5c) + 0 bytes [c: rueskyunrealengine-4.7\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:955]
UE4Editor-Renderer.dll!RenderViewFamily_RenderThread() (0x000007fed37d7ff0) + 0 bytes [c: rueskyunrealengine-4.7\engine\source\runtime\renderer\private\scenerendering.cpp:1118]
UE4Editor-Renderer.dll!TGraphTask<FRendererModule::BeginRenderingViewFamily'::12’::EURCMacro_FDrawSceneCommand>::ExecuteTask() (0x000007fed37896ec) + 18 bytes [c: rueskyunrealengine-4.7\engine\source\runtime\core\public\async askgraphinterfaces.h:667]
UE4Editor-Core.dll!FTaskThread::ProcessTasks() (0x000007fee5ad8855) + 0 bytes [c: rueskyunrealengine-4.7\engine\source\runtime\core\private\async askgraph.cpp:428]
UE4Editor-Core.dll!FTaskThread::ProcessTasksUntilQuit() (0x000007fee5ad8a3d) + 0 bytes [c: rueskyunrealengine-4.7\engine\source\runtime\core\private\async askgraph.cpp:271]
UE4Editor-RenderCore.dll!RenderingThreadMain() (0x000007fef0b205dd) + 0 bytes [c: rueskyunrealengine-4.7\engine\source\runtime\rendercore\private\renderingthread.cpp:282]
UE4Editor-RenderCore.dll!FRenderingThread::Run() (0x000007fef0b20a5f) + 0 bytes [c: rueskyunrealengine-4.7\engine\source\runtime\rendercore\private\renderingthread.cpp:385]
UE4Editor-Core.dll!FRunnableThreadWin::Run() (0x000007fee5d36ea6) + 0 bytes [c: rueskyunrealengine-4.7\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73]
UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() (0x000007fee5d2f44d) + 8 bytes [c: rueskyunrealengine-4.7\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26]
kernel32.dll!UnknownFunction (0x00000000773f59cd) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x000000007762b981) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x000000007762b981) + 0 bytes [UnknownFile:0]

I would love to fix as soon as possible so I can continue with evaluating :slight_smile:

BTW, is there any place where I have to input that key I got from you? Because its not mentioned at all in the documentation.

Thanks a lot and cheers!

Daedalus

Hi Daedalus!

Sorry for the problems - I believe the crash you mentioned has just been fixed today for the 4.7 branch. Can you pull it and let me know?

Your key goes in the Sequencer window - create a Sequence Asset and double-click it to show the Sequencer.

Cheers,

Hey , company is optional - you’re welcome to try the plugin as an individual!

Thanks :slight_smile: But I havent recived any key to use. How can I confirm that I am registred to the £15/month subscription?
(Edit: Got my key now. Sorry for my impatient).

Hey ,

thats exactly what I did and it worked…getting some super nice clouds now! Thanks man! :slight_smile: Also found that out with the key, so yeah…its all working now :slight_smile:

I didnt really do some perf testiing just yet, but it also seems to be very optimized in general (which is ). But just out of interest, do you guys have some kind of performance tables for the Unreal Integration? For example something like: basic sky with just clouds and wind is about 1.5ms gpu time, with added fog an godrays it increases to something around 2.5ms etc. Just to get some kind of feel for it without the need to evaluate every scenario.

Besides that…I am very hyped right now and is looking amazing. Keep up the good work!

Cheers! :slight_smile:

Daedalus

BTW…I have another question. The different cloud presets are all greyed out despite cumulus, stratus and stratocumulus. Are the other presets not done yet or do I need to do something to get them to work? I really like the cloud generation, but it would be to have more presets for quick iteration.

Cheers! :slight_smile:

I managed to enable the plugin in UnrealEngine. But when I restarting the editor, I cant build the source and it says that I must build it manually. How can I do ? Also, in the stand-alone editor, I cant hit enter to confirm the key anywhere. I also applied the key in the VisualStudio file, like it says on your website.

(Edit: Licence-key question: The stand-alone editor opens without asking for licence-key now :slight_smile: )

Hello ,

In my case it does not work because I like to create presets that run from events outside of the timeline … And with the parameters released via BluePrint I could create transition between a preset and other … Type set a event so that in 5 seconds the sky and clouds were changing smoothly …

Hey ,

I am still testing and so far its ! I have some small feedback and a very important question. So question goes first…with the stuff I can access via github, can I run it on consoles? Because I would like to test performance on XBox One. Also, it would be extremely helpful if you could provide CLs on github, that makes it much more easy to integrate in an own build instead of using the one you guys supply.

Another thing I noticed is that your BP node now supports light intensity. If you dont hook it up, you wont get any directional lighting when you press simulate and hooking it up is not explained in the documentation nor the video. So that might confuse people (as it did me first) becuase as soon as you simulate, the level looks completely different.

Thanks a lot and cheers!

I second the CLs on github. I’d also like to know any plans you may have for an update path to 4.8 (when).