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

Hotfix today, for a few issues in the V8 update:

- Fixed flickering visuals on client when calling Change Weather in multiplayer
- Fixed visual bug with shadows in snow trails
- Changed warning displayed for manual weather overrides from UDS to be a warning message window instead of a screen message
- Changes to weather particle logic to preemptively correct for some niagara changes in 5.4
Another small hotfix today for some 7.9 issues.
  • Fixed weather particles causing niagara crash when testing instanced stereo in standalone
  • Fixed snow particles getting pinned in place at world origin
  • Added input to Surface Weather Effects to blend underlying normal map on snow/dust
  • Fixed global volumetric material extinction not updating with a change of Dust Amount in some contexts.


11.10.2023 21:33​

Hotfix update for 7.9 today, just a few changes:
  • Fixed Adjust for Path Tracer not automatically configuring sky light shadows
  • Fixed Dripping Mesh droplet sprites appearing to orient the wrong way depending on parent velocity
  • Reimplemented snow particles sticking to surfaces
  • Exposed DLWE snow WPO distance falloff to a setting
  • Added inputs to Surface Weather Effects to individually replace normal and position inputs

18.10.2023 22:57​

Another small hotfix today for some 7.9 issues.
  • Fixed weather particles causing niagara crash when testing instanced stereo in standalone
  • Fixed snow particles getting pinned in place at world origin
  • Added input to Surface Weather Effects to blend underlying normal map on snow/dust
  • Fixed global volumetric material extinction not updating with a change of Dust Amount in some contexts.
7.7B hotfix update today, to fix a couple of issues in 5.2. Here are the changes:
- Fixed issue with Simplified Color in 5.2, causing incorrect dark coloring
- Fixed issue with levels with painted volumetric cloud coverage opening in the editor in 5.2 to incorrect global coverage
Version 7.7 for 5.0 and 5.1 has gone up today. Pretty big update with some new features, particularly for the volumetric clouds. Here's the change list:

- Added the ability to paint areas of cloud coverage into the volumetric cloud layer. The tool for this is the Volumetric Cloud Painter utility in the Blueprints folder. See the new Readme section "Painting Volumetric Cloud Coverage" for more information about how to use the feature.
- In order to allow the volumetric clouds to show multiple levels of cloud coverage at once, some aspects of the volumetric cloud material and its controls have been reworked. Extinction, cloud tapering, and 3D erosion scaling with height and cloud coverage are handled by a Cloud Profile LUT texture. Extinction Scale is now just one value which scales the extinction value sampled from the cloud profile.
- Volumetric clouds ambient light color is now fully adjustable using controls for intensity, saturation, and tinting by time of day. The default look is mostly the same, but now uses a somewhat cooler ambient light at sunset/sunrise, for a more natural color gradient across the clouds at those times.
- Added an option, enabled by default, to allow effects on fog/lighting due to cloud coverage to be disabled when going above the volumetric cloud layer at runtime. Also added an option, disabled by default, to turn off height fog when above the volumetric cloud layer.
- Added an option to scale volumetric cloud view samples when inside the cloud layer.
- Added a new utility function to UDS, "Check if Point is Exposed to Sun or Moon Light". Takes in a world location and outputs if the point is hit by directional light, and approximates how intense that light is in Lux.
- Added a new effect of Volumetric Cloud Light Rays, found in a new category on UDS. These light rays will be visible coming down through painted gaps in cloud coverage when the local cloud coverage is high.
- Increased the default Cloud Shadows Intensity When Sunny to 0.7.
- Improved how weather particles respond to camera movement and their particle motion blur as a result. There are two new settings in Shared Particle Settings on UDW, for controlling how much weather particles are stretched with motion, and how much their sprite velocity is affected by camera movement.
- Added a new scene component, "Wind Physics Force". This is a component which can be added as a child of a primitive component which simulates physics, to add force using UDW's current wind intensity and direction.
- Made it so on UDW if Temperature Scale is changed, all of the existing degree values will be converted automatically to the new scale.
- Added an input to the "Wet Weather Effects" and "Snow and Dust Weather Effects" material functions to use local scalar parameters for the material state instead of UDW's shared parameters. Also added an input to allow replacing the world vertex normal with a custom vector.
- Added settings to scale the overall speed (time dilation) of the snow, rain, and dust particles.
- Added a new actor component called "Actor Weather Status". This component can be added to an actor to track its exposure to weather and wind and its temperature. It can also set parameters on an array of dynamic material instances based on those weather status values. For example, you could add this component to a character to have it keep track of if the character is wet from rain, and have that wetness set a parameter on the character material. There are also event dispatchers which fire when the actor's weather exposure changes, or when its temperature goes past adjustable thresholds for hot and cold.
- Added a category to UDW, "Weather Above Volumetric Clouds", which allows specific control for what happens to local weather when the camera goes above the volumetric cloud layer at runtime. The default setup now zeroes the weather values for rain, snow, dust, fog, and limits wind intensity above the cloud layer.
- Added an empty function to the Weather Override Volume called "Custom Volume Behavior". This function is called when UDW tests against WOV actors for local weather. It can be overridden by a child of the Weather Override Volume class to add additional functionality to the WOV actors based on where the player is inside/outside of them at runtime.
- Exposed the default Moon Masks texture on UDS to be changed out, in the advanced dropdown of the Moon category. Only to be used if you want to author a moon texture which uses its GBA channels for the moon phase in the same way the included Moon Masks asset does. Otherwise, you should use the Custom Moon Texture option.
- Added more controls for the color of Cloud Wisps on UDS.
- Saturation in basic controls on UDS now affects all sky and lighting colors, including sky atmosphere, light and clouds.
- Added a scene component "Light Day/Night Toggle", found in Blueprints/Utilities. When added as the child of a light component, it will turn the light on and off using UDS' Sunset and Sunrise events, and can animate the intensity when turning on to imitate a light powering on. Will also control a "Light Toggle" scalar parameter on an array of dynamic material instances. Has "Light Turn On" and "Light Turn Off" event dispatchers.
- Added a function to UDW, "Restart Random Weather", which can be used to manually restart the random weather variation if needed.
- Reworked controls for light shaft settings on UDS, to make them a little easier to work with and add more control for the moon. Each value for light shaft bloom scale, max brightness, and bloom threshold is now 2 values, one for when the light is high in the sky, and one for when it's nearing the horizon.
- Added a control for twilight color to Sky Atmosphere settings, which replaces sunset/sunrise color when the sun goes below the horizon. Gives more specific control of sky color during twilight.
- Fixed moon phase changes (when not using Simulate Real Moon) not adapting to Time Speed or Transition Time of Day.
- Fixed issues with rain and snow ambient light scaling
- Fixed an issue with rain and snow particle sprite occlusion
- Fixed an issue with UDW caching behavior in Cinematic/Offline mode.
12-28-2022
Version 7.6B Hotfix
For UE 5.0 and 5.1
  • Fixed a snow particle material compile error
  • Fixed screen droplets sometimes getting stuck on screen if disabled at runtime
  • Changed workaround for Temporal Super Resolution causing snow and rain particle ghosting in 5.1

12-21-2022
Version 7.6A Hotfix
For UE 5.0 and 5.1
  • Fixed texture mapping bug with new water caustics
  • Fixed accessed none warning about Rainbow mesh
  • Fixed "Cubemap with Dynamic Color Tinting" Sky Light Mode sometimes going black when moon is disabled or completely below the horizon at night.
  • Made "Construct Space Layer" function public, so it can be called to apply changes to space layer planets/moons at runtime
Update to 5.1 v7.6

Version 7.6 for 5.0 and 5.1, is up now. Here is the change list:

- Added a new Space Layer category to UDS, where additional planets/moons can be rendered in the sky material. An unlimited number can be added, and each can have its appearance, movement and lighting behavior individually configured. Note, this rendering of additional meshes to the sky layer makes use of the Dbuffer, so dbuffer decals need to be enabled in project settings and supported by the platform. Also note, sorting of meshes in the dbuffer was only added to the engine in 5.1, so while this feature can be used in 5.0, multiple planets/moons overlapping is only going to work with consistent sorting in 5.1.
- The sun lighting and sky coloring will now be affected by a solar eclipse, when the sun either goes behind the moon, or behind one of the planets/moons in the Space Layer. The settings to disable and adjust this behavior are in the Sun category.
- Added a new sky mode, Space, which disables all atmospheric coloring, clouds, fog, etc, and extends tiling star rendering seamlessly below the horizon. Intended for use with scenes in outer space, where there is no planet/ground beneath the viewer.
- Added a "Render Moon" setting to the Moon category, to easily toggle off both the moon light and the moon rendering in the sky material completely.
- Added a new setting to UDS, called Project Mode. It has two options, "Game / Real-time" and "Cinematic / Offline". It mostly determines how the blueprint behaves at runtime. Cinematic / Offline mode will bypass many runtime optimizations which are useful in real-time contexts but aren't needed when doing offline renders. It will also automatically increase many quality settings at runtime, so that things like volumetric clouds can use maximum quality while rendering but stay at performance friendly settings while working in the editor.
- Added an option to the Animate Time of Day category on UDS, "Lights Update Degree Threshold". This will limit how often the directional light rotation is updated as it moves. If the value is above 0, it will move in increments scaled by this value in degrees. This option can be used in combination with or in place of the Lights Update Period option. Lights Update Degree Threshold has a default value of 0.03, so it will have an effect by default, and can be disabled by being set to 0.
- Added an option to enable water caustics for the sun and moon lights. This is to help with the common problem of wanting both the cloud shadows and a water caustics effect but being limited by the engine's max of one light function per light. So UDS will use a light function that has both cloud shadows and caustics, if both are enabled. The settings for this effect can be found in a new Water category on UDS. If UDW is in the scene and it has its Water Level setting enabled, Water Level will be controlled from UDW.
- Added an option to the Rainbow settings on UDW to add strength to the rainbow effect regardless of weather state.
- UDS now directly controls the lighting channels on the sun and moon directional lights, to correct for some lighting issues in 5.1. The lighting channels for each are now exposed in the advanced dropdown of the Sun and Moon categories.
- Added options to show debugs for the traces used by interior adjustments on UDS and sound occlusion on UDW.
- Added additional lighting settings for rain and snow particles on UDW. To scale the ambient light intensity on both, and to scale the refracted light effect on the rain particles.
- Fixed weather particles not responding correctly to Minimum View Distance setting on UDW
- Fixed bug with weather mask target in 5.1, which could cause mask brushes to not be visible immediately upon starting a level
- Fixed DLWE Interaction components not working if project setting "Can Blueprints Tick by Default" is disabled.
- Fixed some parameters on UDS dependent on camera position not always updating correctly
- Fixed edges of weather mask projection boxes sometimes conflicting if overlapping
- Fixed weather particles sometimes not fully updating their movement behavior with wind intensity during a very fast change of weather
- Fixed a slight jitter/flicker which could happen when UDS changes out cloud materials with cloud coverage
New update for UE 5.0. Version 7.4. Adds a few new features and fixes a bunch of bugs. Here are the changes:

- Weather Override Volumes now work differently by default in how they impact material effects. Instead of just affecting the global material parameters as the player enters, weather override volumes now draw their own local material state into the space outlined by the spline, so the material effects are visible from outside the volume, and the outside material state is visible from inside the volume. This new behavior is on by default, but can be turned off to revert to the old behavior from the new Weather Override Volumes category on UDW.
- Added functions to the Weather Override Volume for more control of its weather state at runtime. "Change Weather" works the same as the function of the same name on UDW, to transition to new weather settings for the volume. "Change to Random Weather" will transition the volume over to the random weather mode, from the single weather type mode. There are also functions for "Enable Volume" and "Disable Volume", to toggle the effect the WOV has on weather.
- Added a material function "Sample UDW Wind" which samples the shared parameters for wind intensity/force/direction and outputs them with descriptions and in multiple ways.
- Added an option to the advanced dropdown of Basic Controls on UDS, "Adjust for Path Tracer", which applies adjustments to help correct for the current limitations of the path tracer as well as possible.
- Added an option, enabled by default, to fade down sun light intensity below the horizon when the intensity setting is high. Useful when using very high physical lighting values to ease the transition to twilight lighting/night lighting.
- Added a new blueprint actor, UDS Occlusion Volume, which can be used to manually control the occlusion systems on UDS (for Interior Adjustments) and UDW (for Sound Occlusion) and optionally also block weather particles. There are new Occlusion Sampling Mode settings on UDS and UDW for determining the source of occlusion information (trace for collision, test for occlusion volumes, or both)
- Added a depth fade to lightning glow particle material to avoid hard intersections
- Moved the settings on UDW for water level to their own Water Level category
- Combined the two DLWE interaction render targets into one to save a texture sample and cost of drawing to both.
- Improved the look of DLWE snow trails fading over time, with the trails softening more naturally as they fade.
- DLWE Interaction components will now disable when beneath the water level, if the water level is enabled on UDW.
- Fixed slight hitch at midnight in sun/moon movement
- Fixed bug with simulate real stars orientation spinning around at certain times.
- Fixed bug with the simulted moon popping to a different orientation at certain times when the date is many centuries from the default.
- Fixed moon phase sometimes going out of date while adjusting values if using simulate real moon.
- Fixed moon phase and alignment sometimes being calculated wrong depending on the longitude.
- Fixed Sky Mode Scalability Map incorrectly changing to volumetric clouds instead of using the map as intended.
- Fixed Aurora Phase not being updated correctly at runtime
- Fixed temperature offset on Weather Override Volumes not being correctly applied
- Fixed a bug which could cause Sunset, Sunrise, and Hourly dispatchers to not fire when they should
- Fixed drop scale for Rain Drip Spline not applying on play
- Fixed several variables on UDS and UDW which weren't saving into configurations correctly.
- Fix for distant sky atmosphere rendering issues when using forward shading
- Fixed an issue where real time sky light capture could break if conflicting with effects scalability
- Fixed weather mask brush not updating mask target immediately if spawned at runtime while masks already exist in the level
- Fixed angle for lightning directional light sometimes not aligning with the direction of the lightning flash
Another update with a handful of bug fixes today:

- Fixed DLWE interactions sometimes being blocked from triggering
- Fixed Lens Flare sometimes disabling based on camera direction when it shouldn't.
- Fixed Transition Sky Light Intensity sometimes being interrupted/stopping mid transition.
- Fixed Weather Override Volumes with Random Weather starting up with a momentary change of state
- Fixed several bugs with weather when applying a saved weather state on level startup.
- Fixed Lights Update Period not working correctly when set above 0.
- Fixed UDW Season occasionally not updating its associated material parameter and added a setting to UDW to control the season update period
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