Yeah, it most probably saved the reference to a weather preset which somehow got lost after the whole project got moved. Also there was no check for this object to be invalid inside the code, but I fixed this in upcoming update. Right now I can suggest to you to figure out what exactly weather preset it references and to try to move it too. Sorry for this silly bug
A massive new update 1.30 is finally out!
There are a lot of changes and the cloud material is built entirely from scratch, so you can expect the reset to defaults of some of variables from your custom presets, especially the volumetric clouds category. Besides that, most of values will preserve however.
- Added the new Multi-Layered Volumetric Cloud Material. Includes new cloud layers such as - Stratus, Stratocumulus, Cumulus and Cumulonimbus. The new âCoverage Variationâ setting can break up cloud coverage in the sky per cloud layer.
- Added a new Weather FX - Lightnings. They supports lightning flashes inside the clouds and they can sample the cloud density to be able to spawn only inside the cloud. Also very customizable in weather presets.
- Added the new Background Clouds
- Added more Quality settings for Volumetric Clouds
- Added the new Night Intensity variable for Sky Light (adjustable in Weather Presets)
- Added Atmosphere and Cloud settings for Sun & Moon (adjustable in Weather Presets)
- Added Ground Albedo for Atmosphere (adjustable in Weather Presets)
- Added Ground Albedo for Volumetric Clouds (adjustable in Weather Presets)
- Added a new Blueprint function âGet Cloud Density At Positionâ
- Added a few more Weather Presets, such as Storm types and a Dark Fantasy types
- Renamed âSky Atmosphereâ to âAtmosphereâ
- Renamed âWeather Material FXâ to âMaterial FXâ
- Renamed âSky Creator Parameter Collectionâ to âCommon Parameter Collectionâ
- Renamed all âLow Cloud âŠâ type of variables to âCloud âŠâ (due to new Volumetric Cloud material)
- Renamed âAngular Diameterâ to âDisk Sizeâ for Sun & Moon
- Renamed Exposure to Post Process
- Replaced lots of variables in âVolumetric Cloudsâ categories in weather settings/presets and actor. This will reset to default values most of the custom cloud settings unfortunately
- Removed all âHigh Cloudâ variables (due to new Volumetric Cloud material). These are fully replaced by the new âBackground Cloudsâ feature
- Removed âAuto Scaleâ bool
- Changed variables in Volumetric Cloud materials to be controlled by MPC instead of MID
- Changed 2D & 3D textures related to Volumetric Cloud materials
- Changed the way Sun & Moon are fading in transition
- Changed the way tick functions are executed - from custom timers to Timer Handles
- Changed Built-in Exposure settings to be much less aggressive
- Changed code base to be more clean
- Fixed wrong Longitude variable clamping for Real Positioning
- Fixed excessively big Bounds Scale of WeatherFX component
- Fixed âStar Twikleâ effect capturing by the Sky Light
- Fixed Volumetric Fog flickering behaviour
- Fixed performance slowdowns in editor when in was in background
- Fixed Cloud Wind working even if the Editor is working in background
- Fixed Rain Ripples freezing when disabling Rain Ripples Solver, now it just clears away
- Fixed âMoon Phase Light Intensity Scaleâ not depending on the âMoon Constant Intensityâ
- Fixed the Occlusion Capture capturing volumetric clouds which led to performance issues when flying inside the clouds
- Fixed some components not updating in realtime in certain conditions
- Fixed absence for a valid check for a weather preset (which could let to a error when packaging)
Cloudy,
I had the same issue and resolved it by unchecking âEnable Nanite Supportâ for the mesh and clicking âApply Changesâ. Perhaps this will help your situation. It may not be relevant, but I am using the 1.30 update of the Creator, UE5.0.3, Windoze 10, on an AMD Ryzen 9 5900X rig with a Geforce RTX 3090 card running the latest NVIDIA Studio Drivers.
It does support it as much as the engine allows it to, but if I recall correctly, path tracing just doesnât see cloud shadows. You probably can fake it though. I noted this, thanks for reaching back.
sorry for the continued post
Does this plugin start âtickâ in Editor?
If so, I think itâs because PathTraceing is updated every 1F.
PathTracing calculation never ends
I researched it a little and yes, itâs seems like the case. Thereâs a hardcoded hidden variable in the code called âIs Editor Tick Enabledâ and Iâm going to open it in the next update. Everything looks ok in Path Tracing mode if itâs off. If you are able to fix the code then you can do it too right now. Thanks for pointing out!
thank you for answering
Iâm not familiar with programming
Looking forward to the next update.
For version UE5.1.0 the plugin works?
Iâm finishing the upcoming update 1.31 which will add 5.1 support, just need to wait a little bit more.
Thanks!
A new update 1.31 is out! Featuring more straightforward Sequencer support, new Rainbow FX and more. Also the Unreal Engine 5.1 is now added to the support list too.
- Added advanced Sequencer support: most of art-directed settings of Sky Creator now can be controlled directly in Sequencer
- Added a new Weather FX â Rainbows
- Added Cutoff for Weather FX & Material FX
- Added Color Tint for Background Clouds (Weather Settings)
- Added new blueprint functions: âSet Sun Simple Position Settingsâ, âSet Moon Simple Position Settingsâ, âSet Real Position Settingsâ
- Added new variable âPause Rain Ripples Solverâ located in Material FX > Ripples. Can be useful when viewing the scene with Path Tracing, so the solver couldnât invalidate the scene by constant updating (should be checked manually when using Path Tracing!)
- Fixed Path Tracing being updated each frame with Sky Creator on a scene
- Fixed typo in âEVolumetricCloudNoiseDetailResolutionâ variable
- Fixed the absence of âconstâ in functions and variables where it was needed
- Hotfix: Fixed the Skylight recapturing when it is not set to realtime
- Hotfix: Added new variable âIs Used by Sequencerâ which lets the actor to update in runtime by Sequencer (UE4 only)
hi, can i use local cloud, i want a channel to cloud layer
Currently this is not supported, but it will be in near future I think.
Great plugin! Question: The clouds dont move when running as a client only as standalone? Is there a specfic setting /change we need?
So it runs in editor, but not in standalone?
Sorry - the Clouds arent moving when the netmode is client. They move if the netmode is standalone.
Oops! Silly bug. Luckily Iâm working on a small patch for 4.27, 5.0 and 5.1, it should be available in a few days hopefully.
By the way, after this patch Iâll fully switch to UE5 with further Sky Creator updates.
Hi, love Sky Creator. one quick question: I set up my moon so that itâs big low and placed perfectly in my nighttime sky; however, the moon disappears when I play the game. Any suggestions?