SuperGenius - Weather FX Megathread! (FAQ, Requests, Bug Report)

Hey John,

I have tested it, and worked on it making this release in 4.14 and have not had these issues. The example is broken on purpose, as I through the section of the code that needs to go into your fps character blueprint in there(where it does not belong). That is why I put in all caps the comment"PUT THIS IN YOUR CHARACTER BLUEPRINT(was made for fps blueprint)." I did this because I had several complaints about including the first person blueprint in the package as it was conflicting with some peoples projects.

The BP-Weather_VFX_Attach_Example is only there for reference purposes, please delete it if you do not need it.

I have had no other errors with the other vfx in 4.14, so if you are getting errors please give me some details as to which vfx you are using and some screens of the error messages so I can try to help you out.

@unit23 looking good! I do not know which version of unreal your project is, but it seems like the vfx are working properly. If I may suggest moving the lighting further away, so it is striking more in the distance I think that will create a better effect. Also, if you turn the opacity down a little on the rain you will get some nice refraction detail out of it.

I’ll take a video where I show you all the errors and warnings I get.

I don’t think that breaking a BP on purpose just to make people aware of that you need to put it on your own BP is good, there are probably better ways to do that.

Also, I can’t find the Overview Map anywhere. It’s definitely not added to the project when I add SuperGenius Weather FX to my project. Where is it?

[MENTION=24522]John Alcatraz[/MENTION]

I am open to suggestions on how you would include that bit of blueprint that should be incorporated into the project’s character/camera blueprint. As for the map, it was part of the first person blueprint structure that used to be included in the pack as the attach example, so I removed it. However I have had two requests for the map now, so I will make an update and add the map back in. Sorry about that, I did not realize people would want it so.

Thanks! An Overview Map is required for all content on the marketplace, so I wonder how Epic even accepted your update when that wasn’t included any more: Epic Games Technical Support & Customer Service | Epic Games

I have a new update coming out for the pack that I sent to Epic today. It combines everything into easy to use blueprints, that can be scaled to cover multiple affects, where I previously had separate particle systems for each. I also fixed the issue with the lightning clouds.

Here is the new tutorial video for the new update to the weather fx pack: SGWeatherFxUpdate414 on Vimeo

And yes John, I added the overview map back into the pack. :slight_smile:

Thanks!
-Brice

Thanks Brice, could you tell me where that overview map can be found? It’s great that you added it back in, but I don’t see it anywhere :wink: Your new video is very nice.

Hi Brice I’m using the Vapor Cloud in my project i was wondering if there any fix to stop its rotation updating with the camera, the only problem with this behavior is when your using a camera shack for running it makes the clouds move unnaturally thanks.

@Warhamster @SuperGenius

[MENTION=24522]John Alcatraz[/MENTION]
Hey! Sorry for the delayed response. The level is under the VFX_Weather_ExampleLevel folder.

@OverRated_AU

Hey there! Are you using 4.15? I just dug through the vapor particle system, and I honestly do not know why the rotation is following the camera. In that particle system I have the Screen Alignment set to “PSA Away from Center.” I have gone through the other options and it seems for all of them in 4.15 the particles still rotate with my camera when they should not. I do not know if I am forgetting something, or if maybe they changed something in 4.15. Here is a screen shot of that setting if you want to mess with it on your end to see if you get different results. I also changed it to a normal emitter from a GPU system just in case they changed the way GPU particles work, but it did not fix this.

822dffb9e26aeed181c8adec3acb9079a1058f2e.jpeg

I know I’m a couple years late, but I found a solution to this that seems to produce reasonable results. I like the idea of moving through the fog but the effect was just too intense.

I did this, and it really helped calm the fog down a lot.

Also, I have a few questions about the pack as I recently purchased it.

Other than setting rotation on the event tick, I’ve been unable to prevent the rain cylinder attached to my camera from rotating with my camera’s pitch, yaw, and roll. Pitch in particular really causes issues. I tried using a 0 length springarm to attach the rain actor to my camera and tried all the basics I found from other forum threads such as setting Absolute Rotation to true, setting inherits Pitch, Yaw, Roll to false, etc. Nothing but the event tick seemed to stop the rotation. Has anyone else had any issues getting their rain actor to not rotate with the camera or have a solution besides an event tick workaround.

Also, I’ve had issues with the rain particles splashing in midair. The midair splashes seem to be most prevalent when I am moving. They also fail to splash against the ground at all times or any other structure. I saw someone else mentioning this, but don’t really have a solution for it. For now, I’ve disabled the splash effect but I’d like it on ultimately in the future.

If you spawn a actor for the rain it shouldn’t rotate, splashing in midair would be there a collision volume its hitting in your character BP.

Thank you OverRated! The rain ‘should’ only spawn splashes on collisions as OverRated said, but I have noticed as well that sometimes it is not always as accurate as I would like. I think this has something to do with the way Cascade reads collisions.

As for the rain, if OverRated’s suggestion does not work, I would recommend using the fog sphere to fill in the distant rain instead of the old cylinder I used to use. This is what I am doing in my own projects here at work and with some value tweaking it works quite nicely.

Please update the pack, there are outdated nodes in the lightning BP, and performance improvements would be great. The fog should be visible from outside the fog sphere.

Any recommendations on performance improvements? Also, why would you want the fog sphere to be visible from the outside?

The lightning seems heavy on resources. I want to spawn the fog sphere in a level, and want it to be seen from approaching that spot.

When will this be updated for 4.18?

Hello. I’m not getting any collisions for any of the particles. Any idea why here? all of the collision settings look okay. Not sure what the deal is. Trying to get the raindrop splashes and such. Even adding collision channels it ignores everything.