[RELEASED] for UE4: Complete Sky and Weather System

Yeah I deleted the TS engine source, pulled, and now im doing it all over. lol… we shall see.
4.20 is missing the GetBinaries.bat so i created it for 4.20 and pulled using that … now i have to add in the additional code and compile.
Will report findings.

4.2 works fine on source built 4.21 but i noticed engine crashes while resizing the sequence editor.

None of the above worked.
Still black skys. I ended up doing :

  1. Delete entire source engine
  2. New pull from the 4.20 GitHub
  3. Create (because its missing) with GetBinaries.bat
  4. Run binaries
  5. Compile engine
  6. Generate from project
  7. Compile project using the Source
  8. Frontend setup for Server & Client
  9. Run client - black sky.
  10. Copy files (even tho they were already there) from the engine to the GAME
  11. Black Sky
  12. Update with another install of installer
  13. Black Sky

edit: finding that is adding the files to the correct locations required by the client to run (as per the documentation on Simul’s site) but the sky is always black.

Having the build errors would be helpful, though it feels like it may just be an installation error on your end, so I’d consider reinstalling the binaries to check.

4.2 has removed the 2D cloud layer and you can now create multiple 3D cloud layers, just right click on the timeline to add one.

I’ve been unable to replicate , and I’m not entirely sure what the first function in that blueprint is doing?

Do you have any messages in the output relating to ? It should say if the dlls fail to load correctly.

No errors. Everything seems to be where it should be and everything seems to be in order.
When i launch the client, i get the black sky. I did notice, i get the same exact effect as when i uncheck “Visible” in the editor for . Is there something i am missing ?

I pasted the required code into the automation cpp file. I am wondering if i did it wrong or there is something i am missing from there?
Maybe i didnt compile the engine in the proper steps? It works perfectly in editor, but, fails to load the sky in the client build. I am almost certain its a “oh, haha, forgot that 1 thing and now its working” situation.

Maybe there is something in the Frontend compiler that needs checked i missed?
Attached is my BP to drive (not sure it would effect anything, since, it isnt loading, but, who knows lol)
version: 4.2 for Unreal Engine 4.20. (source compiled from GitHub download with using the GetBinaries.bat file to get latest binaries)

Make sure that you’re inserting the deployment code into the right file, it should be for example ‘WinPlatform.Automation.cs’. Also, you should also be installing the Binaries from the installer available on the website, which should be under the ‘Build UE from Source’ tab, check there for the version that you’re using.

Verified its in the right cs file. Verified all the folders and files are being copied over as well.
I have manually downloaded “4.2.35 (29 Jan)” for the 4.20 build of UE4. Installed and cooking now to test.

Review of the play after cooking (the one that happens before cooking is completed), I see :

[2019.01.30-17.35.17:482] 0]: Display: will use the D3D11 rendering API.
[2019.01.30-17.35.17:615] 0]: Display: Loaded dynamic library …/…/…/Engine//binaries/thirdparty/simul/Win64/TrueSkyPluginRender_MT.dll.
[2019.01.30-17.35.17:615] 0]: Display: Simul version 4.2 build 2300
[2019.01.30-17.35.17:616] 0]: Display: Simul water is supported.
[2019.01.30-17.35.17:617] 0]: Warning: d:\jarvis\releases\simulversion\4.2\simul\platform\directx11\createeffectdx1x.cpp(120): warning B0001: Texture file not found: Font16.png
[2019.01.30-17.35.17:649] 0]: Warning: d:\jarvis\releases\simulversion\4.2\simul\clouds\environment.cpp(108): warning B0001: real_time has not been set.
[2019.01.30-17.35.18:673] 0]LogInit: Display: Game Engine Initialized.

more errors found (not sure if these apply or not ):
[2019.01.30-17.35.16:955] 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: TrueSkyPlugin and no native library supported.
[2019.01.30-17.35.16:955] 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: TrueSkyPlugin_SC and no native library supported.
[2019.01.30-17.35.16:955] 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: TrueSkyPlugin and no native library supported.
[2019.01.30-17.35.16:955] 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: TrueSkyPlugin_SC and no native library supported.

Is the TrueSkySequencer and the TrueSkyLight the only things required in the scene? I used the "Initialize " method to add in a default setup.

Just to verify; is where i put the code (see attached)

Edit/Update 4:16pm CST on 2/1/2019:
Updated the entire thing to version 4.21.2
Downloaded and compiled the UE4 version
Installed everything (made all changes, etc)
Compiled server - ran it
Compiled Client - ran it
Black Sky
Pulled the stuff from the 4.21 plugin (launcher version)
put into the source version
setup folders for client (copy/paste)
Black Sky

If i have a “main menu” map, that loads first, should i initialize TS then? Is there something i can test that will show its loading properly, just, not displaying?

Edit 2/03/2019
Seems everything is loading, as i did a few tests.
The sky isnt rendering - what would cause ? I tested the launcher version on the sourse and it was ALL black. Fine, test proved TS is loading properly.
Setting up the 4.1 and 4.2 version for source, i get the grey/black sky. Shadows are black (totally void of light) and the sunlight functionality is working. It seems to be a render, i assume. What would cause the sky to not render in? Is a settings? cook?

You can look at the 1538 level reply, which contains my comment information. Just using the command to get the next sequence frame and set any parameters will lead to a direct crash when the project is opened the second time. exists in 4.2, but works well in 4.1.
Simply put, when I used version 4.2, I wanted to use blueprints to quickly control the sky rather than the sequence, and I wrote these two simple commands in the build script to achieve the control of the sky by blueprints, so I closed the project and tried to open it for the second time.

Then when I open the project for the second time, perhaps because of a conflict with the control of the blueprint, the whole project will collapse directly.

problem exists in either 4.19 4.20 4.21 or any custom build version.

So it seems everything is loading properly, minus the clouds and skylight. I am not sure whats going on.
The sunlight is working. The sky is grey/black. Shadows are working.
Whats not working: Sequencer and Skylight.
I have rebuilt the engine about 1,000 times, as well as my project.
When i build using FrontEnd (set to Development) i get the sky grey/black and shadows are 100% void of skylight bounces.
When adding to the project, i use the "Initialize " and allow it to add itself after selecting the light source.

Currently using: UE4 build with the 4.2 for 4.21 engine (source)
Added the additional code to the Win Automation as instructed in the documentation.
On build/cook, the folders and files are added (verified by opening the directory)

Is there anything other then added the code, or, what build type to use that i am missing? We are looking at about a week of same no matter how many times someone says “but did you follow the documentation?”. Maybe a build setting in FrontEnd? I compile my project using: Development / 64 / UE4. Compile the editor using: Development Editor / 64 / UE4

There are no errors on build for . I see its listed (.cpp) when building/cooking.

Only thing i get is a warning about “real_time not set” in the environments.cpp

I made a blank c++ project, added TS … compiled… it works in client.
I am not sure whats “blocking” the plugin to work on my current project … ugh … time to go swimming in code

Turns out, updating from 4 versions of UE4 ago … doesnt like that. So now im making a new clean project and importing over.

Hi guys,

Maybe more of a general question but it’s also trueksy related.
I’m using blueprint to control the clouds and how they generally look. I do in the open level blueprint and using functions for each cloud setup (mind: not each setting but over 20 settings combinend in one function/cloud setup)
I want to make over 20 or maybe even 50 different setups for the clouds but i’ve noticed the more setups I make the lower the fps are.
I think has to do with the fact that i’m using random float in range for certain settings of the clouds and is causing the drop in frames.

Now I need random spur of numbers on the settings but only on the fuction that is being ‘actived’. Not on the others that don’t influence the weather at that moment.

any tips on how to achive ? Hope it makes sense :wink:

Thx for the help!
Thijs

@**michael_simul **First of all, the beginning I use engine version 4.20 and 4.2 plug-in version, but in the project found that the clouds transparency problem cannot be solved, and then I changed 4.21.0 engine version and plug-in version 4.2, but when I install folder does not appear in my content, then retry after appeared, and the sky is also display correctly, but when I adjust any parameters after the sky, the sky turned black and unable to adjust back.

Hey Guys,

I’m on 4.21.0 (18 Feb) (so not 4.2) in Unreal Engine and I’m trying to make a foggy day.
Something like :

https://.unrealengine.com/filedata/fetch?filedataid=159012&type=thumb

When I increase the Haze / fog setting to shorten the view distance I tend to get very warm colors from the sun (even when the sun is at its zenith), and as I increase the setting further the light quickly fades away completely so it looks like night time - it actually looks more like being in the middle of a sandstorm than in fog.

The only way I’ve managed to get something similar to the photo by increasing the Haze base to the “wrong” values, way above the environment itself.

I haven’t changed any settings in the SequenceActor or in the World Settings, it’s all default.
Does anyone have any pointers on how to achieve something like the photo?

Just downloaded the latest binary version of the plugin (4.21.2 4.2) for UE4.21 and there’s two problems:

  1. I’m using a 4K screen and the sequence editor is completely tiny and unreadable. Is there any way to fix ?

  2. Trying to resize the sequence editor causes and immediate crash of the editor.

Thanks!

Same ! Just bought the plugin yesterday. I can resize the window a little bit (on my full HD monitor), but it crashes as soon as the window exceeds a certain size. In general, the plugin’s UI is very unstable, and will often crash the engine while it’s being used.

Also, SkySequencer crashes instantly on startup. Anyone else having problem?

Also, sharing buffers for VR breaks depth blending, everything gets drawn in front (except when within the threshold distance). Is a known? I hope can be fixed, since it’s a big performance boost.

I’m having the same problems.

water why not use SSR?

I’am also having the same!! Engine always crashes with D3D11 device lost with HUNG on maximizing(resizing), dragging sequence editor or moving mouse pointer between sequence editor and engine editor windows. I also tried to use Qt 5.7.1 qwindows.dll but was useless.

Bought the plugin and I have the same problems with skysequencer and unstable UI.

My sequence window looks exactly like Xavi’s. There aren’t any controls available to modify the clouds below the Search. Running the Trial since yesterday. Window is unstable and crashes and I can’t seem to get clouds to render in the right eye when running either VR Preview or a full build. Downloaded the binaries for 4.21.2