Unbound... we're not going to talk about need for speed. You, are heaven sent my man, thank you for saving hours of my time to accomplish this. CodeLikeMe was driving me insane... You speak clearly, exact to what you are doing and easy to listen to and follow.
Thanks for the great tutorial. For anyone who is still having flickering issues with the sun/moon even after changing the 'Update Sun' function - go to both the sun and moon directional light and increase the source angle. This also changes the size of the sun/moon so I found a value of around 2 removes the flickering without making them too big.
Crazy amazing Tutorial man! No comparisson to other Day Night Cycle "Tutorials". You explained everything in Detail, your Node Graph build up was absolutely understandable and you even gave important hints to the shifting sun movement and showed how to fix that. Love your effort man! Keep it up!
Applying this to a cesium sunsky component. Its just a cesium version of sun sky derived from the standard sun sky. At first I thought it wasn't working but I had the component locked. So far its working well. My clouds are brightly lit but that may be something from either the way cesium works or the cloud material I am using or the night sky stars. I am converting what I had over. Will know more as I complete this series. Well done. Explaining everything at a steady pace but not speaking super fast.
absolutely amazing brother, you were quick to the point wasting no time, very clear instructions, i have ADHD first time i didnt skip through, you used every second to guide, well done on the tutorial and thank you for taking time to help others, liked, subscribed, your bell notifications are on
My God, these are the best lessons! Many thanks to the author of the video! Excellent explanations of actions, everything is clear and understandable. It's a talent! Plus, the visual work itself is excellent. Thank you so much for your work! Bravo!👍👏 The best!
Hey, i just wanted to say how amazing your tutorials are. Also wanted to let you know that your tutorials dont show up on the search bar. no matter what i would typically search i couldnt find your tutorials. the only way i knew about your account was through your tutorial old tutorial "Basic Interior mapping shader unreal engine" this tutorial i found randomly while searching for material tutorials and it wasnt even on the topic i was searching but it turned out to be a great tutorial i will use 1 day. I think the tags on your videos might be off causing them to get lost in the sauce i think with the newer versions of unreal being released you should add titles like "Advanced Day night cycle Unreal Engine" or Unreal Day Night Cycle very basic as if you didnt know what you wanted but you know the basics of what you're searching. I would LOVE to learn more from you but i would also love to hire you hahaha, but due to constraints im just going to learn from your videos. i hope you make more videos and more often because you do an amazing job! Thanks A Bunch!
Thank you. Yeah I agree. I think the long break from UA-cam has made me worse at promoting and picking UA-cam videos. I plan on renaming this tutorial series when it's done (I only have one part coming up on automatic lights), and also work on tags. Just know I'm planning to be in this for the long haul, so even if numbers are falling, I will still continue to work on videos. If I ever stop, just know something is really going wrong in the background :-).
@@InsertNameHereGameDev I hope youll continue for the long run. seriously your videos are very informative and just these 3vids following this day night is great! I've watched about 6-10 of these day night cycles from other people, found your earlier version did that then found this and redid it the new way, and non of the other vids by other people people have done it as good as you. If you need any tips or help on the next videos you should do, i can give you recommendations or suggestions. For example. im now working on a main menu but i want the character to have shot of the bust on the main menu. the character will eventually be the players character, once the player enters the game for the first time they will create their character and when they save and quit to menu their newly created character will replace the "Default" character. I'm unsure of how to do this so for now ill be making a level - having a couple walls with colour - lighting - default character - camera - disable movement - enable movement just for mouse - Start options credits and quit to desktop. or if you know anything about the new chaos flesh id like to see what you come up with for the uses possible with it. if you take a look on other profiles you can see what videos have the most views. those are typically topics most people are searching for and that can help drive traffic to your account. I hope to see you get some recognition, you explain this great!
Very clean explanations, I am very grateful to be able to find tutorials like this, thank you for making it, I really appreciate it just one questions, can this system running on mobile, like Android or iOS? I'm sorry for asking this stupid question, I just want to start developing games for mobile Thank You
Hello InsertName, I wanted to thank you for your precise work and efort. it really helped me, to achieve great result. Is there any possibility, that you will show how to create phases of the moon? New Moon - the new moon is not visible Waxing Crescent - the Moon starts growing First Quarter - the moon looks like half a circle Waxing Gibbous - still growing Full Moon - we see the entire circle of the Moon lit up Waning Gibbous - the Moon starts shrinking Third Quarter - again only half a circle is visible Waning Crescent - the Moon is almost invisible?🌕❤
Amazing. I love your way of explaining everything and still going to the point. Just one small thing if you allow me, shouldn't we also increment the year once we set the month back to 1? Thank you keep up the good work!
I believe in terms of the sun rise/set position, the year doesn't matter as the positions will reset to be the same at the start of every year. But if you wanted to have a year system to use in other parts of the game, like displaying 'years played' in a widget, then you would need to increment.
This is one of the best tutorials I've tried. Definitely earned a like and a sub. The only issue I'm having is that the moon and sun pass in front of rather than behind the clouds. I already had volumetric clouds in the project when I started it and I am unable to delete them. Not sure if that's the problem or not by any help would be appreciated.
WARNING: in the UpdateSun function, do not slip and connect Milliseconds to the Seconds! may cause seizures. It was intense until I realized what I had done.
Thanks for pointing this out. Unfortunately, stuff like this can happen a lot in gamedev (especially in the material editor), so I can't warn of every possible case of that happening. Still, this comment can help someone before something really bad happens to them.
God bless you and everyone you love, brother I was about to smash my computer because of that error, I looked everywhere but I couldn't find it, then I saw your comment. Thank You.
nice tutorial it work nice but i have one problem that is when the day is finish it dont change the date like month or day it the same it work change any suggestion for it ? and thx
Did you make sure to tick on use last keyframe on the timeline (when the timeline is opened up, there is a button for that up top)? I know I made that mistake when I was testing the code for a few days, so look into that :-).
So this was a great tutorial! i plan on watching the enxt videos in a few seconds here, but i was wondering. I was able to make the sun be straight above me at noon by messing with the lat and long numbers, but it doesnt affect the moon, how to i change the angle the moon comes in at?
Thank you for this, it's really helpful. I've got a strange bug after adding the moon and stars. After my editor has been open for a few hours my sky sphere flickers white. The whole sky turns white, flickering between full white and the normal bluish color of the sky. moving the camera around seems to make it stop for a second before it starts again. then after a while it's just constantly white. I've disabled fog, the moonlight, the sky light and the sky atmosphere.. those have no effect on the problem. quitting and restarting doesn't fix it... but, if i turn off the visibility on the skysphere, play the game, then turn the visibility back on... the flashing goes a way for a while before coming back. Do you happen to have any idea what could be causing that?
It's a replacement yeah. A lot of people have been complaining about the new changes to the light sources in the atmosphere, so I wanted to fix those. You can honestly use the time code from the pervious tutorial, but this is more compact and a bit easier to work with :-).
Thank you for the quality material! Help me with the solution of the problem. The second index of light is not determined for me, although I have set priorities for light sources and the warning about their installation disappears, but the direction is simply not determined in the material, only the main one is the sun. TY.
So if you did follow the section that starts at 11:06 and set the sun light index for the moon to 1, there is a big chance you have a Skysphere in your level. Skyspheres need a bit of work to allow for the moon to show on them correctly. I cover this in the next part in the tutorial series (link to the part where I talk about how to let your Skysphere interact with the moon): ua-cam.com/video/8jA8wa9ERpA/v-deo.html If it isn't that, look into making sure that the moon has the source angle set to a value above 0. :-)
not sure if anyone else is having this proble but this BP causes major stutter when my character is moving, frames dont drop but its like they have, its that bad i cant use this in anything :-(
for some reason, the skylight in the sunsky actor was lagging my pc from 100 fps to 40. its not being used in the actor at all, so deleting it from the actor and just using a default one placed in the world fixed it. no settings i changed on the skylight seemed to bring back my frames except setting cubemap to none. obviously i dont want that.
it was probably the cubemap resolution default it goes to 1024 when placed in the scene and that eats up fps if you scale it back to like 256 or 128 it fixes the fps
When I put the sun and the sky, the sky doesn't appear. It keeps looking black. Does anyone know how to solve this? (I tried creating a new project, reinstalling the engine, trying in versions 5.3 and 5.2. Not solved)
Excellent! Subscribed =) Yours is the first vid I found on this new plugin! (Had an unrelated error for a few that screwed up the animation. Fixed) However, I get no moon object to see in the sky. The light changes as it should. I've gone thru the add the moon part 4 times, still no moon (that's no moon!) This is v5.3. Not sure if that is an issue.
One thing I found that makes this happen for a lot of people is that there is a skysphere in your level. By default, the Unreal Engine skysphere doesn't support moons, so you need to make a few changes to the skysphere material to allow moons to show correctly. I touch on that in the second video in the series (you can watch this small section that I timestamped to see more about that): ua-cam.com/video/8jA8wa9ERpA/v-deo.html Other than that, you want to check on your moon's source angle to make sure it is any value above 0. :-)
I have a problem with the DayNight-Cycle Blueprint. My FPS goes down to 10. When I deactivate the blueprint, my FPS is stable again. What could be the reason for this?
I know the biggest performance issues come from not reducing the skylight cubemap resolution (the step I do at 6:36 in the video). The one that comes with the base blueprint is on 1024, when the default Unreal Engine setting is 128.
Both ways are valid options. Timelines have a bit of an inconsistency, but they are very easy to work with and they simplify the code a lot. It's also easy to get H/M/S from them, but I'll talk more about that in another video. It's totally your choice what you want to use :-).
Most likely you have a skysphere in your level. In the next tutorial I talk about how to update your skysphere to work with the second moon, because you need to make a few small adjustments for the moon to register properly. If you don't have a skysphere in your level but it's still blurry, take a look at the moon's source angle setting and adjust that to your liking. :-) The next tutorial: ua-cam.com/video/8jA8wa9ERpA/v-deo.html
So if I wanted to eventually add seasons with 1hour day night cycle. This setup would take forever to experience the seasons.. an easy fix to keep everything even would be to reduce the amount of days in a month evenly. In the bp_daynightcycle there's nodes that control the day counting but it's based of "days in month" is there a node that counts to ten and then triggers that branch?
If you want seasons to go over so quickly, I would personally just decouple date from the seasons. Messing around with the amount of days in a month could lead to some serious jitter issues, since the sun positions use realistic positions based on the day. In this case I would just have a different value that stores what season you're in, then I would increase that value when needed (there isn't a node that I know of that does counting like that, so you are going to need to use some math to do that). I would personally use floats for this, because they have smoother season transitions and they are really easy to send to material collections, but to implement that would be a bit harder than usual. I'm planning on continuing this series with seasons, moon phases, weather and other stuff, but I can't tell you when all those will happen.
@@InsertNameHereGameDev yeah I slept through all my math classes in college but I'm a little new at unreal to be able to use the nodes like I want. I guess I'll be waiting for a new video!
Im having an issue with turning off auto exposure. When it is off in project settings or the post processing settings its just turns my entire viewport into a washed out white. Lowering the lux or light intensity doesnt do anything. When auto exposure is on, Lowering the light intensity from its default turns my objects into white aswell? This only happens with the Sun and Sky BP. Adding in the lighting normally works as intended. UE5.3 EDIT: Changing Scalability Settings Resets the lighting and fixes the issue
@@InsertNameHereGameDev I am still getting a white screen issue when exposure is disabled in UE5.3. The fix above did not work for me. Do you have any other suggestions?
Here's a few things to check: -Make sure that you have a post process volume set to infinite extent (unbound) -Make sure that in that post process volume you have exposure set to Auto Exposure Histogram -Make sure Exposure Compensation is on 1 -Make sure Min EV100/ Max EV100 is on 0 -Make sure that your sun lux values is not very bright (try 2.75 for now), also good idea to make sure the moon isn't too bright as well (0.26 is a good starting value). If all that is correct, then a restart of the engine/changing the scalability settings should make it work.
Unbound... we're not going to talk about need for speed.
You, are heaven sent my man, thank you for saving hours of my time to accomplish this.
CodeLikeMe was driving me insane...
You speak clearly, exact to what you are doing and easy to listen to and follow.
I wish more tutorials were this good. Really good, in depth with great explanations!
Thank you :-)
Thanks for the great tutorial. For anyone who is still having flickering issues with the sun/moon even after changing the 'Update Sun' function - go to both the sun and moon directional light and increase the source angle. This also changes the size of the sun/moon so I found a value of around 2 removes the flickering without making them too big.
Crazy amazing Tutorial man! No comparisson to other Day Night Cycle "Tutorials". You explained everything in Detail, your Node Graph build up was absolutely understandable and you even gave important hints to the shifting sun movement and showed how to fix that. Love your effort man! Keep it up!
23:48: "We need to simulate an entire year's worth of day/night cycles to compensate for that" is my new quote of the day
WOW this is the most amazing Day and Night Cycle Tutorial. Wonderful explanation, also not too slow or too fast, just right. Thank you!
Thank you for the kind words :-)
The first of many other videos where really implemented day-night cycle! Thank you very much! :)
Applying this to a cesium sunsky component. Its just a cesium version of sun sky derived from the standard sun sky. At first I thought it wasn't working but I had the component locked. So far its working well. My clouds are brightly lit but that may be something from either the way cesium works or the cloud material I am using or the night sky stars. I am converting what I had over. Will know more as I complete this series.
Well done. Explaining everything at a steady pace but not speaking super fast.
absolutely amazing brother, you were quick to the point wasting no time, very clear instructions, i have ADHD first time i didnt skip through, you used every second to guide, well done on the tutorial and thank you for taking time to help others, liked, subscribed, your bell notifications are on
Thank you :-)
My God, these are the best lessons!
Many thanks to the author of the video! Excellent explanations of actions, everything is clear and understandable.
It's a talent!
Plus, the visual work itself is excellent. Thank you so much for your work! Bravo!👍👏 The best!
I wish all UE tutorials were as helpful and easy to follow as yours. Thank you!
Thank you for the kind words :-)
Hi,
Thanks a lot, very good explained, and easy to follow. I discovered some new functions !
This tutorial was one of the best tutorials I’ve ever found on this. I would LOVE it if you made a weather system tutorial to go with this system.
It's on the list of planned stuff, but I can't tell you when or if it will be done. :-)
these videos are inspiring, keep doing what you are doing!! These types of videos need to stay on youtube forever
Excellent and easy to follow tutorial. Keep it up, man!
Thank you :-)
This was really useful, and also a great intro to blueprints too
Thank you :-)
Thank you for a great lesson in UE! ⭐
awesome! everything worked perfectly. nice smooth instructions. you have another subscriber
Hey, i just wanted to say how amazing your tutorials are.
Also wanted to let you know that your tutorials dont show up on the search bar. no matter what i would typically search i couldnt find your tutorials. the only way i knew about your account was through your tutorial old tutorial "Basic Interior mapping shader unreal engine" this tutorial i found randomly while searching for material tutorials and it wasnt even on the topic i was searching but it turned out to be a great tutorial i will use 1 day.
I think the tags on your videos might be off causing them to get lost in the sauce
i think with the newer versions of unreal being released you should add titles like "Advanced Day night cycle Unreal Engine"
or Unreal Day Night Cycle
very basic as if you didnt know what you wanted but you know the basics of what you're searching.
I would LOVE to learn more from you but i would also love to hire you hahaha, but due to constraints im just going to learn from your videos. i hope you make more videos and more often because you do an amazing job!
Thanks A Bunch!
Thank you. Yeah I agree. I think the long break from UA-cam has made me worse at promoting and picking UA-cam videos. I plan on renaming this tutorial series when it's done (I only have one part coming up on automatic lights), and also work on tags. Just know I'm planning to be in this for the long haul, so even if numbers are falling, I will still continue to work on videos. If I ever stop, just know something is really going wrong in the background :-).
@@InsertNameHereGameDev
I hope youll continue for the long run. seriously your videos are very informative and just these 3vids following this day night is great! I've watched about 6-10 of these day night cycles from other people, found your earlier version did that then found this and redid it the new way, and non of the other vids by other people people have done it as good as you.
If you need any tips or help on the next videos you should do, i can give you recommendations or suggestions.
For example. im now working on a main menu but i want the character to have shot of the bust on the main menu.
the character will eventually be the players character, once the player enters the game for the first time they will create their character and when they save and quit to menu their newly created character will replace the "Default" character.
I'm unsure of how to do this so for now ill be making a level
- having a couple walls with colour
- lighting
- default character
- camera
- disable movement
- enable movement just for mouse
- Start options credits and quit to desktop.
or if you know anything about the new chaos flesh id like to see what you come up with for the uses possible with it.
if you take a look on other profiles you can see what videos have the most views. those are typically topics most people are searching for and that can help drive traffic to your account.
I hope to see you get some recognition, you explain this great!
keep going bro like this very nice tutorial i have all ur playlist thanks for this really appreciate that
What a great tutorial! Very well done and well explained. I appreciate you!
Thank you :-)
most excellent tut! Thank you! subbed
Very clean explanations, I am very grateful to be able to find tutorials like this, thank you for making it, I really appreciate it
just one questions, can this system running on mobile, like Android or iOS?
I'm sorry for asking this stupid question, I just want to start developing games for mobile
Thank You
This guy's a genius
so deep, thank you so much for this great tutorial
Hello InsertName, I wanted to thank you for your precise work and efort. it really helped me, to achieve great result. Is there any possibility, that you will show how to create phases of the moon? New Moon - the new moon is not visible Waxing Crescent - the Moon starts growing First Quarter - the moon looks like half a circle Waxing Gibbous - still growing Full Moon - we see the entire circle of the Moon lit up Waning Gibbous - the Moon starts shrinking Third Quarter - again only half a circle is visible Waning Crescent - the Moon is almost invisible?🌕❤
Amazing. I love your way of explaining everything and still going to the point. Just one small thing if you allow me, shouldn't we also increment the year once we set the month back to 1? Thank you keep up the good work!
I believe in terms of the sun rise/set position, the year doesn't matter as the positions will reset to be the same at the start of every year. But if you wanted to have a year system to use in other parts of the game, like displaying 'years played' in a widget, then you would need to increment.
This is one of the best tutorials I've tried. Definitely earned a like and a sub. The only issue I'm having is that the moon and sun pass in front of rather than behind the clouds. I already had volumetric clouds in the project when I started it and I am unable to delete them. Not sure if that's the problem or not by any help would be appreciated.
WARNING: in the UpdateSun function, do not slip and connect Milliseconds to the Seconds! may cause seizures. It was intense until I realized what I had done.
Thanks for pointing this out. Unfortunately, stuff like this can happen a lot in gamedev (especially in the material editor), so I can't warn of every possible case of that happening. Still, this comment can help someone before something really bad happens to them.
God bless you and everyone you love, brother I was about to smash my computer because of that error, I looked everywhere but I couldn't find it, then I saw your comment. Thank You.
😂😂 OMGoodness
Legend, thank you so much!
absolutely amazing good tutorial ❤
Thank you :-)
nice tutorial it work nice but i have one problem that is when the day is finish it dont change the date like month or day it the same it work change
any suggestion for it ? and thx
Did you make sure to tick on use last keyframe on the timeline (when the timeline is opened up, there is a button for that up top)? I know I made that mistake when I was testing the code for a few days, so look into that :-).
So this was a great tutorial! i plan on watching the enxt videos in a few seconds here, but i was wondering. I was able to make the sun be straight above me at noon by messing with the lat and long numbers, but it doesnt affect the moon, how to i change the angle the moon comes in at?
This appaers to have broken in 5.4+, got a fix for this?
Thank you for this, it's really helpful. I've got a strange bug after adding the moon and stars. After my editor has been open for a few hours my sky sphere flickers white. The whole sky turns white, flickering between full white and the normal bluish color of the sky. moving the camera around seems to make it stop for a second before it starts again. then after a while it's just constantly white. I've disabled fog, the moonlight, the sky light and the sky atmosphere.. those have no effect on the problem. quitting and restarting doesn't fix it... but, if i turn off the visibility on the skysphere, play the game, then turn the visibility back on... the flashing goes a way for a while before coming back. Do you happen to have any idea what could be causing that?
Great tutorial is it possible to add stars in night time?
thank you very much, bro
Great tutorial. Is this a replacement of the previous day/night cycle tutorial part 1?
It's a replacement yeah. A lot of people have been complaining about the new changes to the light sources in the atmosphere, so I wanted to fix those. You can honestly use the time code from the pervious tutorial, but this is more compact and a bit easier to work with :-).
Thank you
No problem :-)
Thank you for the quality material! Help me with the solution of the problem. The second index of light is not determined for me, although I have set priorities for light sources and the warning about their installation disappears, but the direction is simply not determined in the material, only the main one is the sun. TY.
So if you did follow the section that starts at 11:06 and set the sun light index for the moon to 1, there is a big chance you have a Skysphere in your level. Skyspheres need a bit of work to allow for the moon to show on them correctly. I cover this in the next part in the tutorial series (link to the part where I talk about how to let your Skysphere interact with the moon):
ua-cam.com/video/8jA8wa9ERpA/v-deo.html
If it isn't that, look into making sure that the moon has the source angle set to a value above 0. :-)
is there anyways to add stars with this tutorial?
not sure if anyone else is having this proble but this BP causes major stutter when my character is moving, frames dont drop but its like they have, its that bad i cant use this in anything :-(
for me that don't work the light just flickering night day at every 0.5s I'm at 22:22 and my world light just flicker
PLEASE HELP 🤔😰
for some reason, the skylight in the sunsky actor was lagging my pc from 100 fps to 40. its not being used in the actor at all, so deleting it from the actor and just using a default one placed in the world fixed it. no settings i changed on the skylight seemed to bring back my frames except setting cubemap to none. obviously i dont want that.
it was probably the cubemap resolution default it goes to 1024 when placed in the scene and that eats up fps if you scale it back to like 256 or 128 it fixes the fps
@@tamasmucsi9575 jus scoured this thread and found my answer thanks to you. cheers dude
When I put the sun and the sky, the sky doesn't appear. It keeps looking black. Does anyone know how to solve this? (I tried creating a new project, reinstalling the engine, trying in versions 5.3 and 5.2. Not solved)
How can I move my clouds with the sun
i am not 100%ly sure ,but i want to say :ForwardShadingPriority,Set the main one to 1 and the other to 0.
Excellent! Subscribed =) Yours is the first vid I found on this new plugin! (Had an unrelated error for a few that screwed up the animation. Fixed) However, I get no moon object to see in the sky. The light changes as it should. I've gone thru the add the moon part 4 times, still no moon (that's no moon!) This is v5.3. Not sure if that is an issue.
One thing I found that makes this happen for a lot of people is that there is a skysphere in your level. By default, the Unreal Engine skysphere doesn't support moons, so you need to make a few changes to the skysphere material to allow moons to show correctly. I touch on that in the second video in the series (you can watch this small section that I timestamped to see more about that):
ua-cam.com/video/8jA8wa9ERpA/v-deo.html
Other than that, you want to check on your moon's source angle to make sure it is any value above 0. :-)
@@InsertNameHereGameDev I've gone through all of that next video up to making the stars rotate. Still no moon =/ I'm cursed. No werewolves here.
Can this be used in multiplayer games and replication? :)
I have a problem with the DayNight-Cycle Blueprint. My FPS goes down to 10. When I deactivate the blueprint, my FPS is stable again. What could be the reason for this?
I know the biggest performance issues come from not reducing the skylight cubemap resolution (the step I do at 6:36 in the video). The one that comes with the base blueprint is on 1024, when the default Unreal Engine setting is 128.
I love you !
Udk had this built in didn't it?
What about the hours/ minutes/ seconds in tutorial 1? Solar time is used here instead. Btw good tutorial
Both ways are valid options. Timelines have a bit of an inconsistency, but they are very easy to work with and they simplify the code a lot. It's also easy to get H/M/S from them, but I'll talk more about that in another video. It's totally your choice what you want to use :-).
Great instructions, but when I add the moon it's too blurry and doesn't have clear edges like the sun.
Most likely you have a skysphere in your level. In the next tutorial I talk about how to update your skysphere to work with the second moon, because you need to make a few small adjustments for the moon to register properly. If you don't have a skysphere in your level but it's still blurry, take a look at the moon's source angle setting and adjust that to your liking. :-)
The next tutorial:
ua-cam.com/video/8jA8wa9ERpA/v-deo.html
Can you do this with weather? So when it is raining outside here it will rain in the game.
Someone else suggested it to me. It's not guaranteed that I will release something like this, but I'm definitely considering it :-).
So if I wanted to eventually add seasons with 1hour day night cycle. This setup would take forever to experience the seasons.. an easy fix to keep everything even would be to reduce the amount of days in a month evenly. In the bp_daynightcycle there's nodes that control the day counting but it's based of "days in month" is there a node that counts to ten and then triggers that branch?
If you want seasons to go over so quickly, I would personally just decouple date from the seasons. Messing around with the amount of days in a month could lead to some serious jitter issues, since the sun positions use realistic positions based on the day. In this case I would just have a different value that stores what season you're in, then I would increase that value when needed (there isn't a node that I know of that does counting like that, so you are going to need to use some math to do that). I would personally use floats for this, because they have smoother season transitions and they are really easy to send to material collections, but to implement that would be a bit harder than usual. I'm planning on continuing this series with seasons, moon phases, weather and other stuff, but I can't tell you when all those will happen.
@@InsertNameHereGameDev yeah I slept through all my math classes in college but I'm a little new at unreal to be able to use the nodes like I want. I guess I'll be waiting for a new video!
Im having an issue with turning off auto exposure. When it is off in project settings or the post processing settings its just turns my entire viewport into a washed out white. Lowering the lux or light intensity doesnt do anything. When auto exposure is on, Lowering the light intensity from its default turns my objects into white aswell?
This only happens with the Sun and Sky BP. Adding in the lighting normally works as intended. UE5.3
EDIT: Changing Scalability Settings Resets the lighting and fixes the issue
Thanks for posting the solution for other people that could struggle with that :-).
@@InsertNameHereGameDev I am still getting a white screen issue when exposure is disabled in UE5.3. The fix above did not work for me. Do you have any other suggestions?
Here's a few things to check:
-Make sure that you have a post process volume set to infinite extent (unbound)
-Make sure that in that post process volume you have exposure set to Auto Exposure Histogram
-Make sure Exposure Compensation is on 1
-Make sure Min EV100/ Max EV100 is on 0
-Make sure that your sun lux values is not very bright (try 2.75 for now), also good idea to make sure the moon isn't too bright as well (0.26 is a good starting value).
If all that is correct, then a restart of the engine/changing the scalability settings should make it work.
@@InsertNameHereGameDev Okay, thank you. I will check that later.
@@InsertNameHereGameDev Thank you, it worked!
absoulte top notch content , most detailed and accurate no bloat system .keep it coming ... Venice is in +1 btw :) central european time CET
Thank you for the nice comment, and thank you for that small bit of information :-).