Make sure you have created a Simul account. If not, head over here to register.
On your account page, under the Engines Tab, there is an Unreal Engine Section. It asks for your GitHub Username. Input your GitHub Username and select Request Access. This needs to be the same username connected to your Unreal Engine account at unrealengine.com/account/connected
You should now have access to our Unreal Repo at github.com/simul/UnrealEngine.
Fork our Unreal Repository. If you are not sure how to do this, GitHub has helpful information here. Alternatively, if you are using a different UE4 codebase, pull changes from the Simul fork, and merge.
Setup.batto download all complementary UE4 dependencies.
GenerateProjectFiles.batfrom the UE4 root directory; this will generate projects and the solution file (
Engine/Plugins/TrueSkyPlugin/GetBinaries.bat, passing in the required trueSKY version as a parameter, for example as:
In both cases this will auto-extract (upon your permission) trueSKY binaries (DLLs/LIBs) into
[UE4]/Engine/Binaries/ThirdParty/Simul. Binaries are then put into their platform-respective paths, while the trueSKY shader files will go into your TrueSkyPlugin directory under the
shaderbin subfolder (these are also separated based on platform).
Use UE4.sln to open the project in Visual Studio.The UE4 project contains the “TrueSkyPlugin” folder in Engine/UE4/Plugins (whether you installed via the installer or downloaded the source from GitHub). There are two trueSKY modules in the UE4 project – TrueSkyPlugin and TrueSkyEditorPlugin. TrueSkyEditorPlugin is only built alongside an editor build of UE4.
The following files in the UE source have been modified in the Simul fork of the UE4 repository. If you are merging trueSKY into a custom fork, you must ensure that the trueSKY modifications are carried over. In general, a good way to go about merging these changes is by using Beyond Compare or Perforce Merge to easily do a diff across repos or, even simpler, between separate folders on your local machine.
Engine/Source/Runtime/Renderer/Public/RendererInterface.h or Engine/Source/Runtime/RenderCore/Public/RendererInterface.h