the product is great. But there are far fewer instructional videos than it deserves. I recommend that you prepare a much more comprehensive and extensive tutorial.
how easy would it be to set up cubic clouds, sun and moon. I am thinking about making a game that looks similar to how Minecraft does it, speficily the rethinking voxel's shader and how it makes square clouds
For the sun and clouds, it would be a significant modification of the sky and cloud materials. Not something you could do just with the normal settings. The moon would be easier, as it has a simple exposed setting for a custom texture which could be square.
The effect will render into the infinite distance on its own. I would say make sure your landscape mesh isn't being swapped for something else in the distance like an HLOD.
i have a scene with a sunrise and light fog, showcasing a lake house. For some reason I cant get the sun to show in the render. I get the reflections, i get the god rays, i get the glowing clouds, but the actual sun sphere or sun glow in the sky is missing. I haven't tried night shots yet, but just the day time shot is driving me crazy. Does anyone know why this is happening. Im using UE 5.4
Sounds like something in the level is blocking or conflicting with the sky material at runtime? Get in touch at the support email if you want help troubleshooting. That's support@ultradynamicsky.com
Like the color/intensity of the light? Sure, those are exposed to cinematics so you can keyframe them from a sequence. If you mean the angle of the light, that's also doable. Time of Day and other methods of moving the sun can be keyframed from a sequence.
The default ambient light in UDS is a movable sky light. The renderer using material AO in that context will depend on your project's rendering config mainly, as well as the engine version. It's not something UDS will interfere with itself.
@@Belarus9000 Get in touch at the support email with the details of the context: the engine version, project's rendering config, what mobility of lights you're using, and I can try and help you out. That's support@ultradynamicsky.com
anyone can help me please. not sure whiy my ultra dynamic sky not works , my weather effects not affects to my landscape rains not affects and not generate puddles please if someone help me really apppreciate a lot thanks
Can this be use on a multiplayer open world game ? Does have replication? Im working on an open world video game and it needs to have replication. Answer asap please.
hey mate, awesome assets, bought it a long ago on older versions, now want to start using, do you know if there's a way to link your asset with archviz explorer ? like to click a button using widget from archviz explorer, and get different weather from your UDS ?
It's not something I have any experience with myself. UDS does have a widget of its own, Onscreen Controls, which exposes basic time/weather controls on screen, if that's what you're looking for.
No, it's not something the path tracer is completely capable of. UDS' path tracer support works around this by having the lights dim down globally in high cloud coverage.
I've been using for years and love! But with the new update I can't do the snow deph trace simulation. Looks like something is broken or something changed and I didn't notice. Even when I start a clean project there is no deph trace with DLWE component in character's foot. I tried in a clean project with default Unreal Manny to make sure. Also, in 5.4 I've been getting some For Each Loop With Break problems, don't know why. Always when I add UDS this problem appears in UDS Player Occlusion BP. Should I enable something more in 5.4 to work?
Well... As I was writing I though "hmmm all For Each Loop With Break seems to have problem". So, for anyone that my have this problem. I changed de For Each Loop With Break node in the DLWE component for a new one and now works just beautiful as always.
@@neriverso Strange, not an issue I've ever seen or had reported. I'd guess something went wrong with that node when loading and compiling the blueprint? Couldn't say why.
@@everettgunther929 it's not a UDS problem, it's a Engine problem. I guess is something related to C++ code library and it's update to 5.4. Thank you for your support, I love UDS
You can add any number of moons/planets with the Space Layer features. For an additional sun (which operates as a light source) you would be limited to customizing the moon to look like a second sun, which you could do.
Awesome product. Are there events for when daytime switches from day to night? Im trying to run code in some other BP when daytime changes from day to night.
Hi, first of all, the best plugin I've seen in the Unreal store, thank you very much for the excellent work. I have a question, I'm putting the Actor_Weather_Status component on my character, in a tick event I print the "Status" variables to better understand the component, when it rains Wet goes up to 1.0, that's fine, but Wet always goes up, even if I'm inside a building or cave. Am I missing something? I would really like a video for this component specifically.
I'd say look to the variable Exposure Test Bounds and make sure that's set to something that will work for the actor. Those are the bounds which line traces will test against to see if the actor is exposed to the weather.
@@everettgunther929 I found out what my problem is, I added a large collision sphere around my character to detect objects for various game mechanics. That sphere is being taken in the bounds and that's why the rain always collides with it. By changing the DrawDebugType of the LineTrace in "Trace Bounds For Exposure Values" I realized this. Thanks for your quick response. Now I'm going to modify Actor_Weather_Status a little to use the Custom Component for Bounds of Test Actor For Weather Exposure.
Is it possible that I could have two suns in one place? I'm trying to recreate a tattoine scene for my unreal project so if you know anything I could do please help🫡
Not without any additional work, but it can be done, sure. You would need to either A: Modify the megascan foliage controller to reference UDW for its wind state, B: Modify the foliage master material to reference UDW parameters for wind state, or C: replace the foliage wind effect entirely with UDW's generic Foliage Wind Movement function.
This plugin looks superb , but will unreal light works with Volumetric Clouds , i mean if i have to light like thuderstrom (withou using weather function) by placing unreal defaults light as per necesary, will it work ?
I'm not sure exactly what you mean to ask. Understand, UDS light components are normal directional lights and a sky light, the same as exist in light actors. When using UDS you typically shouldn't add additional ones to your scene as they would conflict.
my question is to make lighting inside volumetric clouds whereever i want. so it feels like there its about to rain and thunder lightning happening inside the volumetric clouds
@@everettgunther929 12:16 there is a lightning inside clouds , the left side of lightning seems it is happening under clouds , the same thing i want to get where i put the point light inside clouds.
This would just be a launcher bug. I'd say try restarting the launcher, and if that doesn't work, you should contact Epic's marketplace support for help with troubleshooting a launcher issue.
Reflections of the sky/clouds in unreal fall back to the sky light capture. Which by default is a low resolution. You could increase it if you need to, UDS doesn't set the value itself. It's "Cubemap Resolution" on the Captured Scene Sky Light component.
No, it would be pretty beyond the scope of the asset. There is the Lightning Flash Started event dispatcher on UDW, you could bind to that to trigger these additional effects from your own class.
Thank you so much for these amazing blueprints! I've just updated my survival game project with the latest version of Ultra Dynamic Sky, and it looks incredible. However, I noticed that I don't have the Volumetric Fog F3 options that are shown at 7:41 in the video. Am I missing an activation step, or is the version used in this video different from the latest version available on the marketplace? Any help would be greatly appreciated!
The volumetric fog category has been there since V7, and is still there in V8, yes. Are you maybe in UE4? The last UDS release for UE4 was V6. This video covers the current UE5 release.
@@everettgunther929 I am using version 5.4.3. I mistakenly looked for the fog options in Ultra_Dynamic_Weather, but I now realize they are actually in Ultra_Dynamic_Sky. Sorry for the confusion.
I HAVE wasted so much money on crap systems and time for having to mess with those crap systems... I WISH I HAD FOUND THIS MONTHS AGO... you guys seem to understand that meaning of, "you can just drag it in and it works..." THANK YOU
If the asset isn't there, it would have to be an older release of UDS before it existed? I'd suggest removing UDS from the project and adding again from the launcher, using Remove Local Content before, to force the launcher to redownload.
At 7:47, you demonstrate a beautiful moving foggy effect. for the life of me, I cannot get this to show up. I'm using UE 5.3.2. Thoughts on what I might be missing? Overall, this is a great tool, well worth the investment. Thanks!
I'd say make sure there is weather that contributes to the ground fog extinction (fog, rain, dust, snow). Also, when testing volumetric fog, make sure your editor scalability is at least at High. The engine's default scalability settings disable volumetric fog on low and medium shadow quality.