Directional light stops at midday in day/night cycle
Hi there. I have a day/night cycle created using this tutorial - https://wiki.unrealengine.com/Tutorial:_Time_of_Day
Here is what it looks like in my blueprints -
It works when the sun speed is set high enough, usually 2 digits like 10 or 30, but when set to something like 3 or .3 to which the sun speed is a lot more realistic, it stops rotating at midday for a certain amount of time. When set to 3 I've found it stops for about 30 seconds. Lower than 3 (e.g: 0.3) can stop it completely until i move the camera and character around, maybe look at the sky and stuff. This leads me to believe it has something to do with the frames updating?
If someone could shed some light on the matter i would be extremely grateful.
if you need a video demonstration i can gladly provide one for visual representation of the issue.
Thanks in advance!
asked Jun 11 '18 at 02:11 PM in Blueprint Scripting
So the best i could do to fix this is to completely redo the Cycle. I stopped using the level blueprint to do it and instead did it through the use of an actor in the world and timelines which has public references to my fog, sun, skysphere, post process volume and skylight for everything i needed to do.
answered Jun 13 '18 at 05:03 PM
Okay so I just found a weird work around for this. I left everything in the Level Blueprint and did exactly what the tutorial said to do and it got stuck just like you said.
So I just changed the Make Rotator node in your first picture from the Y input to the Z input. This makes the Sun rotate around the horizon. Then I changed the Y Rotation of my Direction Light -100 which lined it back up but a bit off and it works at any speed. Something with the perfect 90 degrees makes it stop it seems. Not sure if i even had to flip the Make Rotator to Z.
Follow this question
Once you sign in you will be able to subscribe for any updates here