I have a simple sequence with a cloud layer and one keyframe. Through blueprint, on button press I toggle cloud density between 0 and 1. It looks like the interpolation from no clouds to fully overcast is really choppy. While everything else is smooth in terms of gameplay and FPS. The amortization on the Renderer is set to 1. Any ideas? Thanks for any input.
Hi Norbert,
I have tried to repo your issue; see the link to an image of my blueprint setup – please let me know if my setup differs significantly from yours. I am not seeing the ‘choppy’ effect that you have reported. However, I am not seeing an instantaneous change, as the updated value seems to be set in the next automatically generated keyframe.
https://drive.google.com/file/d/1VwomyuUwlJI2w0FAzpkJIwv5gKCiTWcH/view?usp=sharing
Any test levels that I could try would be helpful in narrowing down your issue.
Best Wishes,
Andrew
Thanks Andrew,
Ive used your example, and the clouds change instantly, which I suppose is better as opposed to it being choppy. However, is there a way to smoothly interpolate between the two values given an interpolation time? Here is a link to how my blueprint is setup https://blueprintue.com/blueprint/qofckw-l/
I’m sure if you replicate this setup you will see as to what I mean by “choppy”. For now, i’ll use your method as its a cleaner solution. Thank you for your help.
Andrew,
After further testing, it looks like the example you have shown works well, if we are trying to change the cloudiness value between 0 and 1. However, if I try to set value between 0.1 and 1, it no longer works. Any ideas?
Andrew,
After further testing, it looks like the example you have shown works well, if we are trying to change the cloudiness value between 0 and 1. However, if I try to set value between 0.1 and 1, it no longer works. Any ideas?
Hi Norbert,
I have tested out the 0.1 – 1.0 cloudiness transition, but I find that the clouds change instantly or are smoothly interpolated. Here’s an image of the blueprint set that I used to test.
You can use sequences to achieve interpolation over time, which might work better for you. Here’s a link to the documentation related to UE4: https://docs.simul.co/unreal.html
Best Wishes,
Andrew
Andrew, thanks for the help. I tested you solution. It looks like my issue is with “Progression Scale”. When you change the value from 0.1 to 1, unless the Progression scale is set to something like 3600, you will not see the change. You see, what i’d like to achieve is to be able to set the density of the clouds, without having any time progression. If its 13:00, and i’d like to change from no clouds, to fully clouds, Id also like to keep time at 13:00. Is this at all possible? Thanks
Hi Norbert,
I am investigating this now.
Thank you for your patience on this matter,
Andrew