make an actor and drive the time of day on tick. with proper seconds to hours calculation. start at “0600” and end up at i think 1800 for evening. so 4 minutes is 240 seconds and must go 1200 in that time so 5 minutes per second so tick time*5 and add it to the time of day in the sky actor.
Thank you, can you elaborate with screenshot? i’m using the blueprint demo, tho. But i don’t want to play the game, i just need the cinematic, to unreal sequencer.
I read true sky blog, Seems in the next update true sky will:
Added trueSKYClock blueprint (replaces trueSKYDemo Blueprint) – can be used to progress time
sequencer plays the game live. you could also get the sky actor into sequencer and drive the time of day float in rate described. sorry I dont have the means on my current pc to showcase it : ( its a mid tier laptop with no graphic card.
Hello.
Today I tried to use 4.2(free 30-days trial) for UE 4.23, And I had a problem: the clouds look like a grid. In version 4.1a there is no such problem, and the clouds look smooth.
Please tell me, what I need to configure in 4.2 so that the clouds are smooth, but more realistic as in version 4.1a ?
Thanks!
I’m using UE4.23.1, I tried to delete and reinstall the plugin several times, I tried the last version and the previous one, disinstall UE 4.23 and reinstall it, delete all folders related to and Simul, delete all the data related to plugin and UE inside “Appdata”, try to compile the project via Visual Studio, create new projects without nothing inside. ( I used UE downloaded from epic launcher, I don’t want to use the source version )
All these attempts were a failure, I’m stuck with for some days
Is there a way to fix ? or I have to wait for some fixed new version??
I just recently purchased for use in my project and really like what I am seeing so far. I am having an presently with my Oculus Rift in VR using UE4 4.23.1.
being a strange shifting of the image of my character while viewing the character with a layer of clouds in the background. The image shifting is like a transparent layer shifted to the right that causes the clear sky (or anything else) behind the clouds to be rendered in the shift instead of the clouds. only happens while the character is in front of the clouds and not anywhere else in the scene. I do have a forest in my scene that similarly does the same thing when viewing a tree with the clouds behind but not as extreme. is only happening with VR and in the right eye on the HMD. The left eye is not affected. I have attached pictures and a short video of the right eye in motion.
I originally suspected Anti-Aliasing as the source of the problem but proved it not to be by totally disabling AA in UE4. The problem still exists with AA disabled.
Any ideas as to what is causing ?
It is very evident with the clouds as seen in the pics and video. Not sure if is a UE4 or or combination of problems, since it only has arisen with . See video of the left eye taken from Oculus HMD showing what is happening. Also, see attached pictures showing left + right eye as taken from the HMD. The right eye picture as a bit of blue fringing happening which is due to the process of taking the picture BTW and not part of the problem. The video below will better show what is taking place in the right eye.
Hey one of the devs answered another question a few months back that i think is the same you got, try dude:
“You can reduce effect by increasing the ‘Cloud Threshold Distance’ to a value greater than 0, 0.1 should work.”
So i suggest playing with that option, it helped me with my foliage
If you want better support, jump on the slack channel as per the website, they seem to be much better for support on there!
I would recommend you use our Slack channel which you can join with link. It is hard for us to split support locations. As I said in a previous message we are aiming for our own support platform but may take some time.
Thanks Gozu for answering a question!
We are working hard on RTX fixes constantly.
We are aware of the large Reflection, and are looking into it
It is hard to specifically say what to change, but I would advise adjusting the noise settings on the actor and in the keyframe. Increasing the cloud resolution and noise texture size will help also. Making sure the clouds are not too thin helps. if you want thin, wispy clouds, there is a setting on the Cloud layer called Class - change that to Cirrus
UE version? Check the files are located in \UE_4.24\Engine\Plugins\TrueSkyPlugin. If not try reinstalling, making sure you install into the Engine Directory not the project directory.
People with crashes we are taking note of what you send us and are looking into it. The more info the better!
I have a VR project requires infinite ocean system.
First I downloaded the free Ocean WIP project which is wonderful but unfortunately have issues in VR, render problems for different eyes.
So I checked out free 30 days version and installed for 4.23.
Surprisingly I found the same with infinite water component, the water differently rendered for left and right eye which is very unpleasant in VR.
I saw a similar post about the same problem:
My VR hardware is Oculus Rift, I couldnt test it yet with other VR headset.
Have you any idea what can be wrong?