Hey guys thanks for replying! Sprunghunt - imma try that animated post process thing next. So far though the issue is that I DO want bottom-up lighting in the day to simulate bounce light, but none at night to get the shadows back to really dark. I could try some kind of color shift thing in the post process maybe? I'll…
SkylightTogglable + PhysInterpolating was the magic combo but now the one reason I was using the skylight still wont animate and that's to fade up and down the lower brightness / lower color. Im wondering if Ill just have to remove that and use another animated directional with no shadows, opposing the sun, and just pray…
the way I would do this is not to animate the skylight at all. What you do is light your scene halfway between day and night - have a look at day for night hollywood films for reference - then you use animated post processing and material shifts to do the day to night transition.
Trying to set up a day-night cycle in UDK and it looks great in the matinee editor... But when I go to the actual game, the skylight is being a total dick and wont animate. Skylight toggleable doesn't do anything either. I asked on the UDK forums and the best answer I got was that it is a bug and also to "think outside the…
yeah, it looks like there is no way to modify those values without making some custom kismet nodes or hard coding. you might be able to paste the matinee into a text editor, modify and re-paste back into UDK if you are super resourceful :D
AH! Gotcha. I was able to get it to work using both a dominantDirectionLightMoveable and a SkyLightToggleable. Make sure the SkyLightToggleable has its physics set to "interpolating". You can find this in it's properties by searching for "phys". Next, make a Matinee and an new lighting group (right click on the left -->…
convert your dominantDirectionalLight a dominantDirectionLightMoveable and hook it up to the "Target" of the Set Actor Location node. Uncheck "set location" in the Set Actor Location node properties. Crude, but tested and works. When the level loads it'll add a value of 100 to a float variable. That variable is then fed…