I also have the problem with only seeing true sky on the left eye. That wasn´t there before, i have that problem now after i did an update to true sky. Someone fixed it ? I scrolled through the thread but i guess i have missed an answer to .
Loving , just need some help on . How do we plug in Cloud Placement Texture? Basically a Cloud Map Texture that would mask out the areas that I don’t want to see clouds in.
I found video but it’s in Japanese, they seem to have found a way to get it hooked into their TrueSkySequenceActor. is exactly what I’m trying to find, the demo starts at around 44:30 minute . 「エースコンバット7」UE4×TrueSkyでの「雲」の表現について - YouTube
Attaching a couple screenshots from the video, sorry about the quality.
There is Slack chat support for now for anyone not aware, however from what i see over there. Its a known with DX12 and . I am having issues with black sky’s in the packaged build only. Running 4.22.2 with 4.2 . It works just fine in the editor for myself and my entire team. Its only an after packaging. Following their directions for it does nothing. Any ideas.
I’m seeing the same thing with a black sky but in 4.21. Works fine in editor. Worked fine in previous engine versions. But when I package the sky is black. Manually added the packaging bits from the web site documentation, tried also manually copying over everything in packaged version. Nothing seems to work.
[USER=“59677”]J.C. Smith[/USER] I have been working closely with them the last few days to see why happening. I did test in a new project and it works just fine. So there is something causing the that is project setting related.
Yeah I’ve noticed the same thing. Some information as it may help .
I tested in a new project using the binary build worked fine.
I tested in a new empty project using the same exact source build that I’m using on my real project and the minimalapp test map with . It works.
In the actual project though using the same minimalapp test map does not work when packaged. It works fine in editor though.
Double checked all of the DLLs, shaders, binaries, tried copying them from one another, etc. It doesn’t seem to be that.
I then cleared out my settings and used the same ones as on my minimal test app for one build to see if there was some config setting that was doing it. But no luck there either. I’ve tried rigging up the binary distribution as well into my source build but no luck there either. Same result of working in editor but not packaged.
A little additional background project originally was using Unreal Engine 4.18 and had installed in 4.18 and it worked fine. After updating the engine (and to the latest source and binaries) is when I started seeing the. It works fine in the editor, but packaged I always get a black sky. Will let everyone know if I find a solution.
Just in case
I had a similar problem a while back, turned out to be the sequence actor was in the wrong level, (am using level streaming)
I moved Sequence actor and skylight plus directional light to the persistent level.
All good now Ue4 4.22
G
Thanks for sharing solution. May be useful for someone . In my case we aren’t using level streaming so it can’t be that. But I’m guessing it is something similar. What befuddles me is that the minimal test map from starter content doesn’t work in the packaged build, but it does in a minimal packaged build (one with only that). Both using the same source build and packaging in the same way.
When i use the thunderstorm function, no objects can be illuminate with lightning and i got so many jaggies on the edge of the object and the terrain.
I tried to contact you on the official website yesterday and have not received any response so far.
Okay so I figured out the black sky when packaged. It’s Niagara related. If you enable Niagara works fine in the editor and renders black packaged. Disabling Niagara fixes the, at least in 4.21 (haven’t tested in other versions).
Niagara is pretty important though so hopefully we see a fix for . I reported with the bug report tool at Simul, as well.
You can reduce effect by increasing the ‘Cloud Threshold Distance’ to a value greater than 0, 0.1 should work.
As for the Niagara, we’ve figured out where the problem is, however since it’ll require direct changes to UE4 it may take some time to actually implement a fix, since some changes will have to be made on Epic’s side to make sure that people using the binaries version of the plugin can still use the two plugins alongside each other.
Up to now, is still extremely unstable and often crashes in version 4.22 of the engine in the mode of light tracing and DX12. Then prompt for insufficient memory and exit the engine.
Ray tracing in 4.22 is great, but is too messy in DX12 mode. Frequent crashes make almost completely unavailable in DX12 mode. It’s really terrible. Until the latest version of July 19, it still hasn’t been fixed. I don’t even know if problem will be fixed. 。 If not, that means is almost completely unavailable with ray tracing or DX12.
I used WIN10 1809, 2080TI, Unreal 4.22.3 to test, and also tested on other devices. The test results were all consistent, unusable and frequently crashed.
Up to now, is still extremely unstable and often crashes in version 4.22 of the engine in the mode of light tracing and DX12. Then prompt for insufficient memory and exit the engine.
Ray tracing in 4.22 is great, but is too messy in DX12 mode. Frequent crashes make almost completely unavailable in DX12 mode. It’s really terrible. Until the latest version of July 19, it still hasn’t been fixed. I don’t even know if problem will be fixed. 。 If not, that means is almost completely unavailable with ray tracing or DX12.
I used WIN10 1809, 2080TI, Unreal 4.22.3 to test, and also tested on other devices. The test results were all consistent, unusable and frequently crashed.
Guys, does anyone have any resources for optimization tips they can point me to? if there’s a FAQ anywhere or should I just get on Slack. I love when it works, but we’re at 8ms frametime. We have crazy clouds going, but if there are any other tips people have that I’m not thinking of, please let me know!