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Sky Creator

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!

Current version: 1.01

Available on Marketplace

Features:

  • Built upon native Volumetric Cloud & Sky Atmosphere components allowing high scalability
  • Unified two-layered Volumetric Cloud material
  • Weather Presets: allows you creating endless amounts of different looking weather and lighting conditions
  • Modular design: you can easily control Sky Creator settings with your own time manager
  • Highly art-directable and customizable: from vast realistic cloudscapes to stylized looking skies
  • Simplified orbital model: you can set custom time for dawn, sunrise, sunset, dusk and for moon aswell
  • Lightweight (as possible) and relatively easy to use
  • Game-ready optimization
  • Built-in weather FX: rain and snow
  • Photorealistic stars with rotation, moon phases, etc.
  • Network Replicated

Changelog
V1.0

  • Initial release

V1.01

  • Deleted two legacy unused functions which were triggering an error “Explicit Category is required …” when packaging a build
  • Moved Rain & Snow particle emitters from GPU to CPU, which fixes an error “Assertion failed: OnRequestDefaultDataInterface.IsBound() …”. 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 “SM_SC_SkySphere”
  • Moved “Volumetric Cloud MID” variable in “Debug” Category
  • Reverted to false default “Per Pixel Atmosphere Transmittance” boolean values to Sun and Moon (can cause “shadow zones” if surface is below Planet Top of Sky Atmosphere)
1 Like

Hey, I have an issue with the volumetric fog and sun position, it seems it’s not aligned except when the intensity of the sun is at 1


Cheers

Hello! Did you make some other specific actions like rotating Sky Creator actor? I’ve been unable to reproduce it unfortunately, volumetric fog alignes with sun position just fine to me. And sun intensity doesn’t matter too. Though I had some troubles with volumetric fog in 4.26, it sometimes behaves just weird.

Hello @Dmitry_Karpukhin.

I found some bugs on the plugin Sky Creator.

  1. Multiple explicit Category specifier are required in SkyCreatorPlugin/Public/SkyCreatorWeatherSettings.h

Error message from UE 4.26.2 while “Package Project” 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.

  1. Reproducing another error with starting a new project, activate Sky Creator Plugin and “Package Project” 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!

Thank you for reporting back!
Okay, I think you can expect a hotfix for this in a nearest days. I’ll keep you posted.

The update works just fine now. Thank you very much!

With best regards, dennitzo.

Hotfix update v1.01 is up!

  • Deleted two legacy unused functions which were triggering an error “Explicit Category is required …” when packaging a build
  • Moved Rain & Snow particle emitters from GPU to CPU, which fixes an error “Assertion failed: OnRequestDefaultDataInterface.IsBound() …”. 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 “SM_SC_SkySphere”
  • Moved “Volumetric Cloud MID” variable in “Debug” Category
  • Reverted to false default “Per Pixel Atmosphere Transmittance” boolean values to Sun and Moon (can cause “shadow zones” if surface is below Planet Top of Sky Atmosphere)

@dennitzo, I’m glad that it worked out. Thanks again for detailed report!

Hey, I just purchased your product and forgive me as I’m 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. I’ve played with all the settings but can’t seem to change this.
  • When I Installed the Plugin, I get the failed to load ‘SM_SC_SkySphere’. 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?

I am using UE4 v4.2.6.1.

Thanks and the plugin is great btw.

No problem!

  1. Oh, completely forgot to add that one in documentation. This is easily fixed by turning on “Support Sky Atmosphere Affecting Height Fog” in Project Settings > Rendering. Sky below horizon will not be black after that, it will be lit accordingly to atmosphere color.
  2. 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 ‘SM_SC_SkySphere’ is present in SkyCreatorPlugin Content/Meshes. If not, you probably need to reinstall the plugin.
  3. Hmm, if your Cel Shade material works with SceneDepth, then I’m afraid it won’t work unfortunately. Raymarched volumetric clouds just don’t exist at SceneDepth pass, they’re added later in post-process in rendering pipeline I think.

Thanks for reaching out!

thanks for the prompt response.

  1. that did the trick
  2. seems I only updated the sky creator plugin and now it works great
  3. good to know. So I’ll play around with different ideas but thanks for the guidance, it definitely was affecting SceneDepth.

Thanks for the help