Sky Creator is an extensive tool to control dynamic time of day and weather settings using realistic volumetric clouds and atmosphere in Unreal Engine 4. With a built-in weather preset system you can create endless amounts of different looking weather and lighting conditions and switch any of them in realtime.
This thread is reserved for discussions, suggestions and troubleshooting.
Feel free to share your thoughts or questions!
Hello! Did you make some other specific actions like rotating Sky Creator actor? Iâve been unable to reproduce it unfortunately, volumetric fog alignes with sun position just fine to me. And sun intensity doesnât matter too. Though I had some troubles with volumetric fog in 4.26, it sometimes behaves just weird.
Multiple explicit Category specifier are required in SkyCreatorPlugin/Public/SkyCreatorWeatherSettings.h
Error message from UE 4.26.2 while âPackage Projectâ for Windows (64-bit).
UATHelper: Packaging (Windows (64-bit)): D:/Unreal Engine/UE_4.26/Engine/Plugins/Marketplace/SkyCreatorPlugin/Source/SkyCreatorPlugin/Public/SkyCreatorWeatherSettings.h : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
Reproducing another error with starting a new project, activate Sky Creator Plugin and âPackage Projectâ for Windows (64-bit). When starting the compiled Game with the .exe file, an error occurred: Screenshot by Lightshot
I hope to get an update of the plugin. Thank you very much and thank you for your awesome work!
Deleted two legacy unused functions which were triggering an error âExplicit Category is required âŚâ when packaging a build
Moved Rain & Snow particle emitters from GPU to CPU, which fixes an error âAssertion failed: OnRequestDefaultDataInterface.IsBound() âŚâ. This is probably an engine bug, deserves a further investigation. This can be just a temporary solution for now
Default values to Rain & Snow particle count are reduced because CPU emitters are usually more expensive
Fixed wrong material link in static mesh âSM_SC_SkySphereâ
Moved âVolumetric Cloud MIDâ variable in âDebugâ Category
Reverted to false default âPer Pixel Atmosphere Transmittanceâ boolean values to Sun and Moon (can cause âshadow zonesâ if surface is below Planet Top of Sky Atmosphere)
@dennitzo, Iâm glad that it worked out. Thanks again for detailed report!
Hey, I just purchased your product and forgive me as Iâm newer to Unreal but I have a few maybe beginner questions:
How do I change the background of below the horizon? Right now it is all black but unsure how to make it like the default background with blue below the horizon. Iâve played with all the settings but canât seem to change this.
When I Installed the Plugin, I get the failed to load âSM_SC_SkySphereâ. Is there something I am missing with this?
Seems like it interferes with my Cel Shade Post Process Effect. Mostly due to my lack of knowledge, but is there a way to have it Cel Shade take precedence?
Oh, completely forgot to add that one in documentation. This is easily fixed by turning on âSupport Sky Atmosphere Affecting Height Fogâ in Project Settings > Rendering. Sky below horizon will not be black after that, it will be lit accordingly to atmosphere color.
That should not happen⌠I can suggest to you to update engine version to latest 4.26.2, or at least to check out if âSM_SC_SkySphereâ is present in SkyCreatorPlugin Content/Meshes. If not, you probably need to reinstall the plugin.
Hmm, if your Cel Shade material works with SceneDepth, then Iâm afraid it wonât work unfortunately. Raymarched volumetric clouds just donât exist at SceneDepth pass, theyâre added later in post-process in rendering pipeline I think.
Hey Dmitry! I think we spoke briefly on Twitter before your product launched about a niche use-case I have (localized weather). Is there any understanding of this in the plugin at all? I think you mentioned at the time that it might be possible to âpaintâ into a render target to add/remove clouds from certain areas. That would certainly be a good start, but would that same method be able to impact weather effects and cloud type as well?
Appreciate this is an incredibly niche request, but just thought Iâd renew the discussion as Iâm considering picking this up soon. Cheers (and congrats on the launch)!
@AhoyGame, hey thanks!
Yes, additional render target for low cloud layer is still in to-do list, so you could paint or remove clouds with it in editor or realtime. Canât promise for now, but probably you will be able to set different cloud height for render target to differentiate cloud areas even more. About impacting weather FX⌠well maybe, it really needs more research. Thereâs certainly no need to draw individual raindrops for rain cloud which is 500m away from camera, so it will need a different kind of FX.
Thatâs all I can say for now, unfortunately. Thereâs still lots of stuff that I want to add, which might take months ahead. One thing is to implement, but another is to make it work fast.
But still hope that itâs at least a somewhat good starting point for your project! Cheers
Another minor update 1.03 is up! For this time itâs just minor changes to get full compatibility with Unreal Engine 5. Glad to notify that now it works right away, without additional hassle.
Changed Volumetric Cloud material shading model to âDefault Litâ instead of âUnlitâ (makes no difference in UE4 4.26, but it does in UE5)
Added engine major version verification when initializing FPlaceableItem in editor module (that struct is a bit different between UE4 and UE5)
Donât forget that since UE5 is in EA state, you still need to manually copy plugin folder to your projectâs folder!
From âC:\Program Files\Epic Games\UE_4.26\Engine\Plugins\Marketplace\SkyCreatorPluginâ to âYourProject\Plugins\SkyCreatorPluginâ.
And bigger updates such as precipitation enhancements are still in an active development.
@EXpMiNi, actually no, everything is correct. You need to look at logs in âUE5test/Saved/Logsâ, there should be useful info I think. Do you also have Visual Studio installed with appropriate SDKs?
I have this error with 1.04 when I am trying to build a project:
UATHelper: Packaging (Windows (64-bit)): D:/UE_4.26/Engine/Plugins/Marketplace/SkyCreatorPlugin/Source/SkyCreatorPlugin/Public/SkyCreatorActor.h(61) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
UATHelper: Packaging (Windows (64-bit)): D:/UE_4.26/Engine/Plugins/Marketplace/SkyCreatorPlugin/Source/SkyCreatorPlugin/Public/SkyCreatorActor.h(64) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
UATHelper: Packaging (Windows (64-bit)): D:/UE_4.26/Engine/Plugins/Marketplace/SkyCreatorPlugin/Source/SkyCreatorPlugin/Public/SkyCreatorActor.h(67) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
UATHelper: Packaging (Windows (64-bit)): D:/UE_4.26/Engine/Plugins/Marketplace/SkyCreatorPlugin/Source/SkyCreatorPlugin/Public/SkyCreatorActor.h(70) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
UATHelper: Packaging (Windows (64-bit)): D:/UE_4.26/Engine/Plugins/Marketplace/SkyCreatorPlugin/Source/SkyCreatorPlugin/Public/SkyCreatorActor.h(73) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
UATHelper: Packaging (Windows (64-bit)): D:/UE_4.26/Engine/Plugins/Marketplace/SkyCreatorPlugin/Source/SkyCreatorPlugin/Public/SkyCreatorActor.h(76) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
PackagingResults: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
PackagingResults: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
PackagingResults: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
PackagingResults: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
PackagingResults: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
PackagingResults: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
UATHelper: Packaging (Windows (64-bit)): Took 11,3429961s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\xxxxx\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UE_4.26\UBT-xxxxxx-Win64-Shipping_2.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error
I bought an asset. Satisfied.
Could it be possible to create an environment like a storm? It would be nice if effects such as lightning strikes were included. Thank you.