Aren't there any plans for any future projects as good as this... I mean I'd be happy to see something competing with FLUID FLUX with the same amount of craftsmanship as this project and at a lower price 😁 ... and the integration between the projects you will produce and this wonderful project
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.
I'm impressed of how far this has became this is one of the best and most advanced tools on the marketplace I wish also you can make a demo covering the movie render queue tricks i found It's a bit tricky as i tend to get unexpected results in render specially when i use weather
Thanks! We've waited it a long time :) Can you please explain how to use Weather Interaction system ont only with landscape material, but also with the basic material?
best purchase on the UE marketplace! id almost consider it a default purchase if you dont plan to spend thousands of hours to build something like that yourself. the dev keeps on improving it all the time for years now..and it shows...its polished....its drag and drop easy to implement....and the price...i feel like it should be actually higher for what we get.
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.
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
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
I've had this plugin for about a year now, it's the first thing I add when I start a new project lol, it's absolutely beautiful looking , especially the night sky, plus it has weather!...Anybody on the fence about buying this, it's a no brainer, worth every penny, plus it's constantly updated!
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
Boss, substrate new material system - how to link the UDS weather material function to take effect??? Boss, substrate new material system - how to link the UDS weather material function to take effect???
It's not something the asset is built for of course, substrate still being experimental. I'd say take a look at the example materials in the UDS demo map, at how the automatic conversion changes those to substrate.
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.
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.
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
Note I have the weather there set to Foggy. The ground fog extinction comes from Fog, Dust, Rain and Snow values, using the extinction settings exposed there. Also make sure you don't have the editor scalability set low/medium. The engine disables volumetric fog on low settings.
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.
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.
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.
I'm not sure what you might mean without more details. You're trying to use the dust particles and snow particles together in some way? Get in touch at the support email with more info and I can probably help.
I'm not sure what you mean to ask. There's a demo of the landscape weather effects at the end of this video, showing how they are added to a landscape material.
Sure, as long as UDS is still in its default location, you can just Add to Project and overwrite with the new files. The ways your levels/classes reference UDS will carry over. I do recommend reading the change logs for the updates your getting, which have notes about anything you might need to readjust.
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.
HI,I bought this asset, but I found the UltraDynamicSky also effects my room indoor. What can I do to avoid this?I want the UltraDynamicSky don't shine my inside dark room.
Make sure you've followed the whole process of adding the Dynamic Landscape Weather Effects to your landscape material. I show that in this video, but there's also the entry in the documentation which goes over it as well.
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.
This sounds like an issue bringing an old version of UDS into 5.4. In the vault, use Remove Local Content on UDS and Add to Project again to make sure the launcher downloads the current version of the files.
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.
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.
Thanks for sharing this video! I bought UDS some months ago, but haven't tried it out since then. Is it meanwhile possible to create multiple regions with individual weather as well as day & night conditions?
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.
Great Asset! But I am still in a waitlist for the proper and quick function for the spherical adjustment of the cloud system to implement it in AviaSim environment and Cesium Plugins alike as well. Because as soon as you go above clouds it is still more suitable for the flat earth logic alas.
Make sure you've read the entry in the documentation on whichever material function you're trying to use. There's one for each, in the Material Effects section in the weather documentation.
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.
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.
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.
Does the new version work normally with interiors? The previous one had problems with interior lighting. The GI in the previous version for closed interior spaces with one window could not provide good lighting; it was always too dark inside
As a rule, UDS doesn't touch GI settings at all. It controls things like intensity/color/rotation of its lights, but the GI propagation in an interior, with lumen/lightmass, would be determined by project/world settings. If UDS appears to specifically not propagate indirect light, it would be a bug with an engine feature UDS is using. For example in 5.3 if Substrate is enabled in a project, directional lights with a light function (which UDS uses for its cloud shadows) don't add any indirect light to lumen. That's an engine bug Epic fixed in 5.4.
Hey, is there any way to save all the settings of the UDS actor? I want to add different lighting to the scene but I want to be able to come back to my current settings. Is it possible or I have to make a new scene? I can copy the UDS blueprint but then it starts to flicker even if I hide it.
The best ever!!! All dreams come true with this asset!!! This asset have literally everything what creators can imagine and even beyond imagination to create the best triple of triple AAA games ever!!
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.