FAQ
What is the quickest way for me to get started with Dark Skies Atmosphere?
Drag and drop the BP_DarkSkiesAtmosphere Actor into your level, the whole system is controlled via just a single actor. This actor is located in the Content/Jawadato/DarkSkiesAtmosphere/Blueprints/ directory.
Where are the overview and example maps located?
The overview and example maps are located within the Content/Jawadato/DarkSkiesAtmosphere/Examples/ directory. Each example is contained within it’s own folder. The overview map is located in the Content/Jawadato/DarkSkiesAtmosphere/Examples/Overview/Maps/ directory.
The asset is too large and I want to minimize the clutter, how do I keep the bare minimum and get rid of everything else?
It's safe to delete everything within the Examples folder, the core system is independent of the examples.
The demo character does not move, what gives?
The demo character relies on Enhanced Input system which is disabled by default in Engine versions 5.0.3 and below.
For engine versions 5.0.3 and below, you must enable the Enhanced Input Plugin and set both the DefaultPlayerInputClass and DefaultInputComponentClass to use EnhancedPlayerInput and EnhancedPlayerInputComponent respectively.
The plugin can be found in the plugins window and the settings in the project settings window. Engine versions above 5.0.3 have the enhanced input system automatically enabled.
Why did the sky turn white/featureless?
There are two possible reasons for this.
First one being you set one of the Heavenly Bodies to be in (RuntimeOrbit) mode but then switched back to non (RuntimeOrbit) orbit mode by having none of the Heavenly Bodies use that mode causing the system to fall back to the initial color values. Those initial colors values were set to White when you set any one of the Heavenly Bodies to be in (RuntimeOrbit). So you need to change those white values to your desired values or reset them to their default values.
The second reason it could be due to the cache not updating, simply hitting play or simulate should solve the issue.
Why do Heavenly Bodies not render in Editor when set to material based?
You need to enable the preview of material based Heavenly Bodies to enable Editor preview, in game it should render just fine. This setting can be located in the Editor category. Check out the next question and the section dedicated to Heavenly Bodies for detailed explanation.
Why does my GPU memory keep filling up and the Engine crash?
Uncheck Preview of material based Heavenly Bodies, this setting can be located in the Editor category. Or keep it checked and do not slide any of the float values when customizing or do not drag any color wheels. Instead, directly type in your value and enter. Detailed explanation in both the Heavenly Bodies and the Important Notes section.
Why do I get a Blueprint error on BP_PC_DemoGameplay?
You are likely using Engine versions 5.0.3 or below. You need to enable Enhanced Input which is disabled by default in Engine versions 5.0.3 and below. Refer to the Important Notes section.
Why do I get a "Multiple directional lights are competing..." warning in the Overview map?
You are likely using Engine versions 5.1.1 or above. The warning is a harmless message informing you that the level contains multiple directional lights and the Engine does not know which light to prioritize if you are using forward shading. You can remove the message by simply selecting one of the directional lights and setting its Forward Shading Priority value to something other than 0 so that it does not match the Forward Shading Priority value of the other directional light.
Why does it fail when I try to add the assets to my project either from the launcher or from the FAB plugin?
Likely you have another Jawadato asset/blueprint pack already present in your project. There are some common uasset files which are shared between the different Jawadato packs. Under normal circumstances, these assets get overwritten when you add another pack to the same project.
Since these assets remain the same across all different Jawadato packs, it’s not an issue to overwrite them as these assets are not meant to be modified by the end user.
However, sometimes, if you have any assets/blueprints open in the editor that are using the underlying shared uasset files or if you in the process of modifying such files then the overwrite will not succeed when you add the new asset pack.
The obvious solution is to close the project then simply add the asset pack to your project from the launcher then reopen your project.
On the other hand, if you are using the FAB plugin to add the assets to your project instead of the launcher then as it currently stands, the editor needs to remain open for the FAB plugin to function so it’s not an option to close the project. It this circumstance, close all asset/blueprint windows then create a new, blank level. Then, for good measures, open this blank level and hit play to start the level so that the memory is flushed. Stop the play and remain in the blank level. Now you should be able to add the asset pack into your project from the FAB plugin and the overwrite of the common assets should succeed.