Sky Creator

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 :slight_smile:

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 “Coverage Variation” 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 “Get Cloud Density At Position”
  • Added a few more Weather Presets, such as Storm types and a Dark Fantasy types
  • Renamed “Sky Atmosphere” to “Atmosphere”
  • Renamed “Weather Material FX” to “Material FX”
  • Renamed “Sky Creator Parameter Collection” to “Common Parameter Collection”
  • Renamed all “Low Cloud 
” type of variables to “Cloud 
” (due to new Volumetric Cloud material)
  • Renamed “Angular Diameter” to “Disk Size” for Sun & Moon
  • Renamed Exposure to Post Process
  • Replaced lots of variables in “Volumetric Clouds” categories in weather settings/presets and actor. This will reset to default values most of the custom cloud settings unfortunately
  • Removed all “High Cloud” variables (due to new Volumetric Cloud material). These are fully replaced by the new “Background Clouds” feature
  • Removed “Auto Scale” 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 “Star Twikle” 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 “Moon Phase Light Intensity Scale” not depending on the “Moon Constant Intensity”
  • 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)
2 Likes

Cloudy,
I had the same issue and resolved it by unchecking “Enable Nanite Support” for the mesh and clicking “Apply Changes”. 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.

@Dmitry_Karpukhin
i love this empty plugin
I just have one question
Does not work with PathTracing?


It does support it as much as the engine allows it to, but if I recall correctly, path tracing just doesn’t see cloud shadows. You probably can fake it though. I noted this, thanks for reaching back.

@Dmitry_Karpukhin

sorry for the continued post

Does this plugin start “tick” in Editor?
If so, I think it’s because PathTraceing is updated every 1F.

PathTracing calculation never ends

I researched it a little and yes, it’s seems like the case. There’s a hardcoded hidden variable in the code called “Is Editor Tick Enabled” and I’m going to open it in the next update. Everything looks ok in Path Tracing mode if it’s off. If you are able to fix the code then you can do it too right now. Thanks for pointing out!

@Dmitry_Karpukhin

thank you for answering

I’m not familiar with programming
Looking forward to the next update.

1 Like

For version UE5.1.0 the plugin works?

I’m finishing the upcoming update 1.31 which will add 5.1 support, just need to wait a little bit more.

2 Likes

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 – Rainbows
  • Added Cutoff for Weather FX & Material FX
  • Added Color Tint for Background Clouds (Weather Settings)
  • Added new blueprint functions: “Set Sun Simple Position Settings”, “Set Moon Simple Position Settings”, “Set Real Position Settings”
  • Added new variable “Pause Rain Ripples Solver” located in Material FX > Ripples. Can be useful when viewing the scene with Path Tracing, so the solver couldn’t 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 “EVolumetricCloudNoiseDetailResolution” variable
  • Fixed the absence of “const” in functions and variables where it was needed
  • Hotfix: Fixed the Skylight recapturing when it is not set to realtime
  • Hotfix: Added new variable “Is Used by Sequencer” which lets the actor to update in runtime by Sequencer (UE4 only)
1 Like

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 I’m 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 I’ll fully switch to UE5 with further Sky Creator updates.

1 Like

Hi, love Sky Creator. one quick question: I set up my moon so that it’s big low and placed perfectly in my nighttime sky; however, the moon disappears when I play the game. Any suggestions?

Hello! Oh my god. This was supposed to be the fix for another nasty UE5 bug. I’ll do the hotfix, but right now you can open “SkyCreatorPlugin/Content/Materials/SkySphere/M_SC_SkySphere” and replace this bit with SkyAtmosphereLightDirection node.