Simul Support ExchangeCategory: CloudsHow to change ground fog from blueprint – tried every combination
Davis Engel asked 4 years ago

Hey there, I’m wondering what exactly I’m missing, but I tried it both ways, previous sky keyframe and next sky keyframe to feed into the UID of two Set Keyframe Values, but I can’t for the life of me increase/decrease the ground fog. What do I do?

The only thing I haven’t figured out is the Int Value, which I don’t know anything about. I’ve tried several arbitrary values but it didn’t pull up anything.

Thanks!

Davis

11 Answers
Andrew Richards Staff answered 4 years ago

Hi Davis,

Comparing the two image of the UE4 blueprint, it seems we are using different versions.
Could I ask which version of trueSKY and UE4 that you are using?

Best Wishes,
Andrew

Davis Engel answered 4 years ago

UE: 4.25.3
TrueSky: 4.2a.ad98a5953

Davis Engel answered 4 years ago

UE: 4.25.3
TrueSky: 4.2a.ad98a5953

Do you have any further advice on this?

Chris_Simul Staff answered 4 years ago

Hi Davis – I’ve taken a quick look into this for Andrew.
Using the same build as the one you are currently on I have managed to get this to work within my project. I’ll talk through my approach and some troubleshooting I did to confirm all the nodes were working as expected (so you can follow along and ensure that the nodes are also working your end), If you hit a problem at any of these stages could you let me know, and I’ll take some further investigation into it.

Initially I check that the issue wasn’t coming from the “Set Sky Keyframe Value”. To check this I create a sequence that only had a single sky keyframe within the sky layer. I then noted down the Sky keyframes specific UID and manually entered into the blueprint as a integer. I then plugged this directly into the “Set Sky Keyframe Value” node. as shown in this image.

http://prntscr.com/v4ja3y

That confirmed that the set values node worked so next I ensured that the “get sky keyframe nodes” functioned as we would expect. So still using a sequence with only the 1 keyframe, I plugged in the “Get Sky Keyframe UID by Index”, and left it at defaults (so index of 0) and plugged it in. Which also produced correct results.
I next made sure this worked with multiple keyframes, and did encounter an issue, with the initially created keyframe never being called (i debugged this via a print string for the UID output from the “get sky keyframe UID by index” node, and comparing the output to what I would expect from the sequencer). I did manage to fix this buy deleting it and creating a new sky keyframe in its place, and upon this the ground fog was being set correctly and at the correct times depending which index I referenced from the “Set Keyframe UID by index” Node. Here’s an image of my blueprint and the simple sequencer timeline I used to set it up.

http://prntscr.com/v4j9lj

A final test I did (since I was looking into it I figured I would check everything) was for the “Get Next Modifiable Sky Sequencer UID” node. This node required more than 1 keyframe to be present, as it the nearest keyframe to your current time will be considered the “active” keyframe, and this one will then get the UID for the node after that. Did a very similar test to the previous, using a print string to ensure that the UID returned was what was expected. And then had to progress time to one at which the new updated values would be in effect to ensure they were functioning correctly.
(I wont provide a screenshot of this as it was the same as the previous one, but with the one node substituted out for the other)

 

One final point is if you are testing this using simulate as I did – make sure to possess the player actor (i forgot a few times and ended up very confused temporarily).

As mentioned at the start, if you hit any hitches if trying to replicate this let me know, I did these tests using the same unreal and trueSKY builds so they should have the same results your end and resolve your issue, but if not I will take a deeper look at what is going on.

Thanks
Chris

Davis Engel answered 4 years ago

Thank you for your in-depth answer, I hope I didn’t bug you all too much with the multiple replies in this thread.

I will try all of your configurations and advice in this next round. Thanks again for your advice.

Davis