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V.I.P 5.2 5.3 5.1 BP Ultra Dynamic Sky v8fix

New update for the UE5 version today. Some small new features, but mostly a lot of refinements and improvements of existing things. Here's the full change list:

- Added new settings to Volumetric Clouds, which use the base clouds samples to vary the height of the cloud layer bottom. Has a significant effect on overcast skies by default. The settings are the ones for "Floor Variation" in the Volumetric Clouds category.
- Added a new Post Processing category to UDS. From there you can add any number of post process components which get their blend weight from time, cloud coverage, fog, dust, or interior occlusion. This makes it simple to add post process settings which are only applied in specific conditions like night time, foggy weather, outdoors, etc.
- Added a Location Preset setting to the Simulation category on UDS. Select from a list of 144 major cities and their Latitude, Longitude and Time Zone will be applied to the Simulation settings.
- Completely rebuilt the 2d (non volumetric) aurora effect for an improved look, a little more similar to the volumetric auroras. New settings are available in the Aurora category to scale the samples and adjust the appearance further.
- Added a setting to change the texture used for the aurora (both 2D and volumetric)
- Added a setting to Fog Color's advanced section, Fog Color Mode, which allows overriding the automatically selected source of fog colors. Useful for testing, but changing the project setting is still preferable for best results.
- Revised default settings on fog density, mostly lowered the density contribution values some.
- Small increase to default Sun Light Intensity
- Added a daytime and nighttime multiplier for fog density
- Made it possible to increase the Sky Light Color Multiplier settings above a value of 1, to selectively brighten the Sky Light with time.
- Added a setting to control the speed that 3D noise for volumetric clouds moves vertically.
- Default shadow settings on Sun and Moon directional lights have been updated to be the same as UE5's defaults for directional lights.
- Made it so by default if the Sun Lens Flare effect is enabled on UDS, the image based lens flares will be disabled to keep the effects from overlapping. This behavior can be disabled with a setting in the advanced dropdown of the Lens Flare category.
- Added a function to UDS to change Sky Mode at runtime.
- Separated View Sample Count Scale for volumetric clouds into a day and night value, with a lower default value for night, as it's possible to go lower with sample count at night with less noticeable artifacts than in the daytime.
- The Cloud Wisps layer now shades brighter around the sun and moon, imitating light scattering through the layer. The amount of this effect can be adjusted in the advanced dropdown of the Cloud Wisps category.
- Cloud Wisps Opacity is now controlled by two values, one for clear skies, and one for cloudy skies. By default, wisp opacity is now lower in a clear sky.
- Added a material function "Day to Night Color" which takes in a day input and night input and lerps between them as the sun goes up/comes down.
- Added a material function "Active Sun or Moon Vector" which outputs either the Sun or Moon forward vector, depending on which light is present.
- The setting for Rayleigh Scattering Color has been separated into a Day, Dawn/Dusk and Night setting for more control.
- Changed behavior for volumetric cloud shadow tracing distance, so it scales with the cloud coverage and sun height, to always make the best use of the shadow traces and reduce artifacts when possible.
- Some changes to default values for the night sky. Moon Light Intensity has been reduced some, Stars Intensity has been reduced, Moon Light Color is a little more saturated, Night Sky Glow has been increased and the balance of its effects have been adjusted some.
- Removed workaround for volumetric fog start distance engine bug that was fixed in 5.02.
- Added settings to the Rainbow category on UDW to allow masking the rainbow above the cloud altitude, or below the water level.
- Added a World Spawn Offset setting to Shared Particle Settings on UDW. Allows adding an arbitrary world space offset to the spawn location of weather particles. Useful for 2D / Top Down games where the camera is at a constant remove from the ideal spawn location.
- Lightning spawn height, for lightning flashes and obscured lightning, now sits at the cloud bottom level by default, and is adjustable with Lightning Height Offset on UDW.
- Lightning effect materials now mask with the volumetric cloud layer.
- Added a Lightning Effect Color setting to UDW, to allow changing the color of the lightning flashes and obscured lightning.
- Game thread optimization of DLWE Interaction component. New exposed settings for controlling max active distance and component tick interval with distance.
- Added a Sound Class to the Sound folder called UDS Outdoor Sound. It's not used by any of the included sound effects, but instead is for you to use on your own ambient sounds which you want to be non-directionally attenuated inside interiors using the UDW Sound Occlusion logic, if enabled.
- Improvements to rain and splash particle materials shading behavior
- Adjusted weather particle spawning logic to more aggressively bias spawn locations in the direction the camera is facing, to make more efficient use of the spawn rate. This can be adjusted with a new setting on UDW, Spawn Direction Forward Bias. Default max spawn rates for rain, snow and dust have been reduced.
- Added additional splash droplet elements to raindrop splashes on Epic and Cinematic effects quality.
- Added a setting to control how much thunder is delayed after a lightning flash, based on distance. Can be used for a realistic speed of sound if desired.
- Improvements to the Post Process Wind Fog effect. The 3D noise samples are more volumetric in their distibution, and their number and behavior can be adjusted with new exposed settings in the Post Process Wind Fog category.
- Reworked controls for the intensity of the Post Process Wind Fog. Intensity is now determined by separate contribution settings for Fog, Rain, Snow and Dust.
- Support for Dynamic Landscape Weather Effects being used with the Virtual Heightfield Mesh plugin. If you want to try this, make sure to read the new readme section specifically about how to set it up.
- Added a new editor utility widget, Mini Controls, found in the Blueprints folder. It contains the basic controls for time of day and weather in a compact widget. Useful to add to the editor layout while working on things like level design or lighting to quickly test different times and weather states.
- Game thread optimization for UDS and UDW. They now employ a system which periodically caches many changing properties (things like light rotations, fog colors, material parameters, etc) and interpolates between the cached values on the rest of the frames. You can change the maximum amount of time between these cache updates with a new setting in Basic Controls.
- Wrote a description for every function on UDS and UDW.
- Cleanup/organization pass on all material graphs.
- Fixed a bug with the Water Level settings on UDW not affecting player occlusion
- Fixed rare divide by zero warning with color logic for dynamic tinted sky light
- Fix for manual calls of Flash Lightning sometimes being ignored.
- Fixed bug with lightning flashes caused by weather inside weather override volumes not triggering.
- Fixed Digital Clock widget formatting 0 hours wrong with 24 hour time.
- Fixed a bug with player occlusion update timing not being set correctly.

Small hotfix update just went up, repairing a couple of things broken by the 7.3 update:

- Fixed "Clouds Move with Time of Day" option being broken by 7.3 update.
- Fixed DLWE snow depth sometimes starting up with the wrong value.
Update to UE 5.0 v7.2

Version 7.2
For UE 5.0
  • Changed the exposure settings applied by UDS by default. The setting "Use Exposure Range" has been renamed to "Apply Exposure Settings". Instead of limiting the auto exposure range, the new settings apply an exposure compensation curve, selectable in the Exposure category. It also has settings to adjust the current exposure bias up and down with time and weather.
  • Fixed fog behavior when "Support Sky Atmosphere Affecting Height Fog" is enabled, to avoid moon light directional scattering popping at dawn/dusk.
  • Added a new category to UDS, called Interior Adjustments. With "Apply Interior Adjustments" enabled (it's disabled by default), UDS will detect if the player is enclosed in an interior space (using the same occlusion behavior used for Sound Occlusion on UDW) and can apply a number of common adjustments useful for interior spaces, like adjusting fog start distance, intensity of the lights, or changing exposure bias in interiors.
  • Added a rainbow effect to UDW. Can be enabled from a new Rainbow category.
  • Added a twinkling/shimmering effect to stars, enabled on High and Epic material quality. Can be adjusted from the Stars category.
  • Added an optimization to disable cast shadows on the directional lights when cloud shadows have completely occluded the light. Found in the Cloud Shadows category. Enabled by default.
  • Improvements to dust effects on UDW. Added some small individual dust particles in addition to the big dust cards. Reworked material to add more variety between particles.
  • Fixed selected weather preset on UDW sometimes being incorrectly cleared out on launch
  • Adjusted 2D cloud color behavior, making the light cloud color dim a little more when overcast.
  • Added new options to the Temperature category on UDW, to allow temperature to be affected by if the player is inside (making use of the sound occlusion values). The feature works by lerping to an Interior Temperature setting based on current occlusion, and an Interior Insulation setting determines how much the Interior Temperature will be used (so that at values between 0 and 1, the interior can partially be insulated from outside temperatures, but still be affected by them some). The function has an input (Apply Interior Temperature) to enable/disable the feature (useful for if you just want to sample the global/outside temperature).
  • Added an event dispatcher to UDW called "Weather Display Name Changed" which fires when the output of "Get Display Name for Current Weather" changes.
  • Fixed a bug where the random weather state on a weather override volume was not replicated correctly in some contexts
  • Fixed a bug with wind debris particles not always getting a custom texture applied at runtime.
Version 7.0
First Version for UE 5.0
Sky Changes:
  • Added a new "Color Mode" option, beneath Sky Mode, in Basic Controls. The two options are Sky Atmosphere (still the default), and a new alternate color mode called Simplified Color. All of the Sky Modes are compatible with both color modes. Simplified Color determines sky and cloud colors by sampling a light scattering LUT texture, combined with adjustable color settings found in the Simplified Color category. Simplified Color replaces the old Legacy Color modes from previous versions.
  • Added a Fog variable to Basic Controls on UDS, to control the fogginess of the level, irrespective of the cloud coverage. Made use of by the new weather system changes, outlined below.
  • Added a Dust category to UDS, which adjusts fog color and density with an adjustable amount of dust/sand in the air. Made use of by the new weather system changes, outlined below.
  • Fog Color and Density logic has been reworked completely, and moved to two new separate categories, called Fog Color and Fog Density.
  • Fog Color is now determined by separate contributions from the sun and the moon lights, with a color variable to adjust the tint of each contribution to fog inscattering. Those tint colors are each multiplied by a scattering curve to affect their contribution with the elevation of each light. The saturation is then adjusted with fog and cloud coverage, using settings in Fog Color, and darkened with cloud coverage using separate Overcast Brightness settings for day and night, also in Fog Color. If the project setting "Support Sky Atmosphere Affecting Height Fog" is enabled, most of this logic is replaced with the sky atmosphere contribution, the influence value of which is determined with a curve in the advanced dropdown of Fog Color, and further scaled with the Overcast Brightness settings using cloud coverage.
  • Fog Density is now determined by a Base Fog Density, which is then added to by the maximum of three separate contribution values for when it's cloudy, foggy, or dusty. Height Fog Falloff is handled the same basic way. Start Distance is now handled slightly differently, being determined using the fog density directly. It uses a Start Distance When Clear variable, and a Fog Density value for when the start distance should reach 0.
  • The Sky Light category now has a Sky Light Color multiplier for day, dawn/dusk, and night, which apply to all three sky light modes, for simpler tweaking of ambient light with time of day.
  • The logic for the Dynamic Tinted Sky Light has been simplified. It now only uses one flat cubemap, rather than a blend of three, because the function to blend cubemaps on a sky light is broken in UE5. It also makes use of the new fog color logic to determine its tint color, instead of relying on a bunch of color curves of its own.
  • The Exposure post settings applied when "Use Exposure Range" is enabled now factor in the project setting "Extend Default Luminance Range for Auto Exposure Settings" when applying the range. It also now applies an auto exposure mode (Auto Exposure Histogram) when enabled, in addition to controlling min and max.
  • The Cloud Shadows light function will also attenuate the directional light with the current fog and dust, using Fog Shadows and Dust Shadows settings, found in the Cloud Shadows category.
  • At runtime, the Tracing Max Distance of the volumetric clouds is now determined by if the camera is inside/outside of the cloud layer. By default, a lower max trace distance is used if inside the cloud layer, to avoid artifacts caused by the samples being spread out too far.
  • Added a setting to adjust the fade distance of the volumetric clouds (the distance from the camera that clouds will reach their full extinction)
  • Added a setting to distort the high frequency noise layer of the volumetric clouds
  • Clouds Move with Time of Day has been disabled by default
  • Sun, Moon, and Sky Light Mobility settings have been moved to their respective categories.
  • Added a new Hourly event dispatcher to UDS, which fires at the top of every hour, and outputs the new hour as an integer (0 to 23).

Weather Changes:
  • The weather controls have been reworked some. The Weather Type enum and its uses have been removed, in favor of unifying the system around the UDS_Weather_Settings object class. In Basic Controls on UDW, you now select a starting weather preset by directly selecting one of the weather settings objects from Blueprints/Weather_Effects/Weather_Presets. This change makes it much easier to make and use your own presets, by simply duplicating one of the existing ones in that folder and using the new preset on UDW.
  • The system is now more oriented around the settings objects, but it is still possible to use a manual weather state, useful for things like directly animating weather in sequencer. To use the manual weather state, just clear the Weather variable in Basic Controls, so no preset is selected. Then make your adjustments to the settings in the Manual Weather State category.
  • As the Weather Type enum is gone, the probability maps used by random weather variation are now maps of the weather settings objects directly. Again, this makes it easier to add your own presets and reference them in the probability maps, without the intermediary step of also adjusting an enum.
  • The weather settings themselves have been expanded and changed for added control and variation. The full list is now Cloud Coverage, Rain, Snow, Thunder/Lightning, Wind Intensity, Fog, Dust, Material Wetness, Material Snow Coverage, and Material Dust Coverage. Because of how the system is structured now, the limiters which kept things like rain or thunder from happening under a clear sky are now removed. You're now free to manipulate these settings individually to whatever combination you need, without dealing with disabling the limiters.
  • The Change Weather functions have been consolidated into one, simply called Change Weather, which takes one of the weather settings objects and transitions to that over the specified transition time. The additional inputs for transitioning back to random weather have been removed, in favor of a new separate function called Change to Random Weather, which will transition from current settings to the random weather variation, if random weather variation is enabled.
  • Lightning flashes now respond to the presence/absence of rain, eliminating the falling rain sheet element of the niagara effect, if no rain is present.
  • The option for Use Sound Effects is replaced by individual options for each sound type (Enable Rain Sounds, Enable Wind Sounds, etc)
  • The Season on UDW is now handled as a float value instead of an enum. This allows the seasons to blend from one to the next in their effect on random weather variation, instead of changing in steps. The value is formatted from 0 to 4, starting with Spring. So for example, 0 is Spring, 1 is Summer, 1.5 would be halfway between Summer and Autumn. This new float season value can be referenced in your materials as well, using a new material function called "Sample UDW Seasons". It outputs a 0 to 1 value for each season, allowing materials to change in response to each one. For example, you could use the autumn output to make a leaf material go red in autumn. In addition, the behavior of the season is now set in a new Season category on UDW. By default, it derives the season from UDS' current date (moving this option from where it previously existed on UDS).
  • Dust/Sand weather effects have been added to UDW. There are two new weather presets (Sand Dust Calm and Sand Dust Storm) for the dust weather. Material Dust Coverage can be simulated with weather state just like material snow coverage and wetness.
  • Rain, Snow, and Dust particles now have their own categories with individual settings and Enable toggles on UDW. There's also a Shared Particle Settings category with the settings which affect all weather particles.
  • Rain particles now, in addition to splashes, can spawn small rain drop decal particles which affect roughness only. The resulting effect is like rain drops hitting dry surfaces and leaving a momentary wet drop. These decal particles are enabled by default, but can disabled from the Rain Particles category.
  • Post Process Wind Fog now scales directly with the fog density. The options for scaling it with weather settings have been replaced with a single Intensity variable.
  • The Dynamic Landscape Weather Effects material function has been reworked some because of UE5's removal of tessellation. The snow depth (if enabled) is now achieved using a parallax effect rather than any sort of geometry displacement. There's a new static switch parameter, to specifically toggle the parallax effect. The function's Displacement input and output have been removed. It now additionally outputs Pixel Depth Offset as part of the parallax effect. A new input, Modulate Coverage, can be used to replace how displacement was used to affect coverage. If used, the input for Modulate Coverage should still be derived from height data, but it should be a smaller value range, centered around 0. Positive values will increase coverage, negative values decrease. The DLWE function can now also handle dust coverage, reusing the same material logic that snow uses. UDW will switch the look over to dust dynamically with the material effect state.
  • The Snow Weather Effects function has similarly been modified slightly to serve the dual purpose of Snow and Dust, using the same material logic for both. It's been renamed for that reason, to "Snow and Dust Weather Effects".
  • Added "Dust/Sand Forming" and "Dust/Sand Clearing" event dispatchers to UDW, which work the same as the existing snow and rain dispatchers.
  • Added a setting to the Ambient Sound (Time and Weather Controlled) BP to scale volume with dust/sand weather.
Update to 4.27 — 16.03.2022

- Fixed 2D Dynamic Clouds compile error when using GPU Lightmass plugin.
- Fixed a rain splash particle material compile error on mobile.
- Fixed weather override volume not always removing itself correctly when the level it's in is streamed out.
- Improved 2D Dynamic Cloud colors when height fog gets colors from sky atmosphere.
- Improved cloud shadows behavior when sun is close to the horizon.
- Added an option to scale fog color when cloudy
Big new update, many new features and fixes. Here's the change list:

- Added a new Weather Mask Brush actor to use with Ultra Dynamic Weather. When placed, it masks out material effects (snow, wetness) using simple brush shapes. The amount each brush masks snow and wetness is individually adjustable, and the mask affects DLWE interaction sounds and particles as well. Use of this mask is enabled on the weather material functions by default, but can be disabled with the static switch parameters for "Apply Weather Mask Brushes to Wetness" and "Apply Weather Mask Brushes to Snow".
- Added an option to manually position the sun and moon using a movable target. The options are Manually Position Sun Target and Manually Position Moon Target in their respective categories. Replaces the old option for static moon rotation.
- Added a new class called AmbientSound_Time_and_Weather_Controlled. It's a child of the Ambient Sound class, with additional logic for the volume of the sound to change with day/night and weather. Can be found in Blueprints/Sound.
- Added Wind Debris to UDW. Can be enabled from a new Wind Debris category. Adds small debris particles flying through the air during heavy wind. The included debris texture is a sheet of small leaves and twigs, but the texture can be replaced with any 4x4 sheet using a setting in the category.
- Added a new material function "WaterSurface_Rain_Ripples", for applying simple rain ripples to a water material.
- Added a new material function "GlassWindow_Rain_Drips" for adding refractive rain droplets to flat transparent glass. Uses the same textures as the screen droplets effect.

  • - Added a new feature for volumetric clouds called Overcast Turbulence. Renders an additional layer of 2D turbulence when the sky becomes overcast, to add more texture and interest to overcast skies. This extra layer is also used by the lightning on High and Epic quality to fake some extra illumination of the cloud layer, with the intensity of that light being adjustable from UDW.
    - Changed the logic on UDW for how weather type presets are stored. They now exist in data assets in Blueprints/Weather_Effects/Weather_Presets. You can adjust which one is referenced for each type and add references to new types in the Preset Settings map found in the advanced dropdown of Basic Controls on UDW.
    - Added simple widget blueprints which can display the current time on screen. UDS_Analog_Clock and UDS_Digital Clock. You can find them in the widget designer palette under Ultra Dynamic Sky Widgets.
    - Default Sun Inclination increased from 15 to 30.
  • - Improved visuals for Low and Medium quality volumetric clouds, while reducing their performance cost further. They now make use of the high frequency noise layer which was previously specific to High and Epic quality.
    - Added settings to allow volumetric cloud sample counts to be scaled with global material quality level, with High using the unscaled sample count settings. By default, it now scales down sample quality to 80% for Low materials and 90% for Medium materials, and scales up to 115% for Epic quality.
    - Added an optimization to the volumetric clouds which increases the high frequency volume texture mip with distance from the camera. Can be adjusted with the variable "High Frequency Mip Increase by Distance".
    - Fixed cloud movement logic to work better with world origin rebasing.
    - Fixed a bug where cloud shadows could pop slightly when changing cloud coverage
    - Fixed UV logic for real stars which could cause a UV seam on custom textures.
    - Added a setting to make snow flakes stuck to surfaces live longer before fading out. Snow Flakes Stick Time on UDW.
    - Fixed a bug where inside cloud fog could render at the wrong altitude.
- Changed many macros on UDS and UDW over to pure functions to better support modifying functionality in a child class.
- Added a control for Inside Cloud Fog Color on UDS.
- Added settings to control the minimum weather intensity and cloud coverage for lightning flashes.
- Added settings to control the range used by Dim Directional Lights with Cloud Coverage.
- Added some extra detail/sharpness to the Epic quality (128x) volume texture used for volumetric cloud detail.
- Fixed an error with lightning on dedicated servers
- Fixed a warning when using static lighting and sky mode scalability map together.
- Fixed an issue where random weather could start transitioning to a new type early without waiting the change interval.
- Added a sky mode for No Clouds using Color Curves (Legacy Mode).
- Some optimization work on sky material
- Made it so event dispatchers on UDS and UDW are called as part of construction script as well, so any actors which bind to those events as part of their own construction script can potentially be affected by them in editor.
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