[RELEASED] for UE4: Complete Sky and Weather System

Hi Daedalus! It will run on consoles - you’ll need some stuff from us after verifying with the platform holder - contact us directly at [EMAIL=“”] to get the ball rolling. Xbox One is working now, PS4 will be a few weeks yet.

I’ll put a default in for light intensity - good catch!

What did you mean by CLs on github? Can you elaborate?

4.8 should be working soon - at the moment, Unreal Build Tool for 4.8 is simply ignoring the plugin code - it appears in the project, but isn’t built. So if we can’t get to the bottom of that we’ll have to reach out to Epic, and that always takes a few days.

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 …

you could also provide Colors properties that use color to be accessed by BluePrint?

Sure - it’s just going to be a complicated interface as the colours will be tables of arbitrary size. By default we use 5x5 - 5 distances, 5 elevations. But it can be any size within reason. Editing the tables in Sequencer won’t prevent you from triggering them at arbitrary times - it’s just that we can build a better interface more quickly there, as doesn’t have to work around UE’s UI.

I think he’s asking for a place online that shows exactly what code files have been changed and how so it’s easy to integrate the changes. I use TotalCommander to diff the old vs. new files but it would be nice to see what’s changed from the source.

Unrelated question:

How do you suggest we handle blending between sequences in real time? We’re grabbing weather data from some public web services and updating our persistent, online game based on that data. We would like the system to match by building our own conversion into weather presets that we customize. We’ll pull weather data periodically ahead of time so we know how quickly to blend the next sequence, but we’re still trying to figure out how we can essentially swap sequence presets in real time (and have them gracefully blend). Any tips would be appreciated.

Hi , I´m Trying Get Variables From Sky in BluePrint and When I Fire Event GetNextModifiableSkyKeyframe I Receive Error in Visual Studio in Function…

Unhandled exception at 0x00007FFA9B9559D7 (TrueSkyPluginRender_MT.dll) in UE4Editor.exe: 0xC0000005: Access violation reading location 0x0000000000000010.

TrueSkyPlugIn.cpp Line 639

int FTrueSkyPlugin::GetRenderInt(const FString &fname) const
{
std::string name=FStringToUtf8(fname);
if( StaticGetRenderInt != NULL )
{
BREAK >>>>>>>>>> + return StaticGetRenderInt( name.c_str() ); + <<<<<<<<< BREAK
}

UE_LOG(, Warning, TEXT("Trying to get render float before StaticGetRenderInt has been set"), TEXT(""));
return 0;

}

As EPIC now have accepted plugins, will you push it to the marketplace, so we can have a easier way to install it without using GitHub? Ive only managed to run the stand-alone version.

The thing is, as far as I know, hooks into the rendering pipeline of the engine.
Plugins can’t do that and only Epic can change that. So you still need to modify the source code and recompile the engine, unless either Epic allows rendering plugins or finds a way to integrate the tech in a different way (very unlikely in my understanding)

To be honest, I think that Github is already not that hard, but it would certainly make things easier to keep up to date.

Yes having an easy way to download the necessary code for would be much appreciated. We don’t use git and means for us we need to manually pull each file and add it to our project of the engine etc.
If we could get a zip file with its content being only files matching the engine structure, it would integration make as easy as drop the files into our root directory and merge it in.

Testing 4.8 at the moment before rolling it out to artists, after that we will probably contact you regarding licensing :slight_smile:

[QUOTE=;310652
If we could get a zip file with its content being only files matching the engine structure, it would integration make as easy as drop the files into our root directory and merge it in. [/QUOTE]

Big yes to !

Done! 's https://simul.co/wp-content/uploads/private//DeployUE4TrueSKY4.8.zip. It’s probably best to merge using WinMerge or a similar program rather than copying the files straight across.

The modified files are listed at http://docs.simul.co/unrealengine/, at the bottom of the page.

I would suggest that you keep one sequence asset, give it one cloud and one sky keyframe. Modify these keyframes with your updated values. In the Sequencer window, select the Cloud layer (click ‘3D Clouds’ at bottom-left) and under “Mode” make it “Fixed Interval” and “gradual” updates. Then any changes you make to your keyframe will occur over a fixed amount of game-time. Do the same with Sky.

Thanks ! I saw your post too late and had already merged manually but is much appreciated! Will contact Simul soon regarding licensing just need to figure out some things first :slight_smile:

As the Allegorithmic binary plugin is now up on the Marketplace will we now see some progress towards a plugin?

Possibly. But the Marketplace selling plugins is one of three issues. The second is they need to add the rendering callouts in the pipeline.

The third is licensing. We’re quite happy to license to without royalties or per-product fees. But if the terms of the Marketplace mean that anyone can use it, we don’t want large well-funded companies (think: EA, etc.) to get the product for indie prices. The maximum price on Marketplace right now is $1000, which is much, much cheaper than the triple-A price for . So without that flexibility, we might have to keep out of the marketplace and handle all plugin licensing directly.

, does Simul still offer Trials for ?
I had one already a time ago (8 or 9 months ago) and would like to pickup again, but since I’m now using a UE4 build which has some of the Nvidia Gameworks features incorporated I would like to test out if still works fine before purchasing it. I only had to merge the few source files, but I have no idea how it actually works alongside everything else.

– Dakraid

Hi Dakraid, no problem - just mail us at [EMAIL=“”] mentioning your username and I’ll generate a new key for you!

Thank you, email should be out now.
Will be interesting to see how it will work and look alongside everything else :slight_smile:

Argh, I am feeling like a real dumbass because I can’t get working… appreciate any tips on what I have missed.

I have followed the instructions to get TS integrated into my UE4 project, it just doesn’t show clouds!?

So, as a last resort I downloaded a zip of the UE4 plugin version, built it from scratch in Visual Studio, fired up a brand new blank TPP project, but still no clouds!?

I know the plugin is working in some sense, since when I turn the sequence actor on/off in the scene viewer, the sky goes on/off… but… no clouds.

To summarise:

  1. fresh UE4 + TS, successful build in VS2013
  2. Checked plugin is enabled
  3. Deleted existing fog & sky sphere
  4. in TPP or FPP, created a TrueSkySequenceActor
  5. created a new SequenceAsset and linked it to the Actor
  6. Opened the sequence asset, confirmed my licence is valid (i.e. OK)
  7. Right click and added new cloud frame on the exact time I am at
  8. added many various clouds, storms etc…

still no clouds ….

I also added in the blueprints asset file to tie it up to my time/etc…

still no clouds…

What obviously am I doing wrong!?

confirmed that there was fix out to correct … which is available at:- https://simul.co/wp-content/uploads/private//DeployUE4TrueSKY4.8.zip.

yay… everything now works as it should… let the fun begin.