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
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.
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 don't know what clone armor is myself. If you get in touch at the support email with images of the material graph you're trying to add to, I might be able to help.
@@everettgunther929 I've figured it out myself and let me tell you this is truly as masterpiece is it possible to add rain droplets to textures using your plugin?
@@makeandkraftstudios There are material functions for rain droplets on surfaces, sure. I'd recommend reading the entries in the Material Effects section of the weather category, in the Readme.
Hi guys, When Im dragging the the Blue print from content browser to the scene, I cant change the sun sky high ETC, why is that? Its as if the settings are locked - any way to change this? also should there be more than 1 BLUEPRINT?
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.
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!!
In my project, the weather effect function doesn't work on foliage. Do you know why? I don't have any problems with the same meshes elsewhere, and it works well on the landscape too.
Surface Weather Effects on instanced foliage meshes? It should work without issue. Get in touch at the support email with more details and screenshots of the material setup and I can help troubleshoot. That's support@ultradynamicsky.com
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
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?
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.
Hi, It looks like some the settings for weather effect are having issues, the clouds go dark and on screen effect for water looks stretched, cold effect is fine , when applying rain effects, heavy snow and snow but light snow the clouds are normal.
Get in touch at the support email with screenshots and details of the project, and I can help figure out what you're running into specifically. That's support@ultradynamicsky.com
Hi Everett, I'm trying to do the puddles in the newest version using the DLWE but it doesn't have the Apply Wetness/Puddles or the Apply Snow/Dust inputs like the DLWE v2 did. I'm I doing something wrong?
If you are in 5.1 to 5.4, you don't have the newest version and should try updating the assets in your project again. If you're in a version earlier than that, the newest release from back then wouldn't have the V2 version of the DLWE function. Either way, you can look in the UDS demo map for an example landscape material using the effects.
What you're thinking of, which levels typically have hundreds of, are material instances. Material instances inherit their logic from a master. These material effects would only need to be added to master materials, which there should only be a small number of for scenery assets, shared across a whole project.
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.
With Fab, I wasn't sure how to ask this question, but I'm making a VR project for PC and Meta Quest, and I was wondering if there was any documentation for best practices working with Ultra Dynamic Sky with a mobile headset? I was considering just swapping for a simple skybox, but I wanted to try to achieve parity as best as possible. Any suggestions are appreciated.
Mobile headsets aren't something I've ever worked with/supported. But the asset does have options for mobile/android support. They can do things like swap the sky mode on a mobile platform, and avoid starting up features unsupported by the mobile renderer. There's info in the documentation about working with mobile.
Fantastic. How do I have the rain/snow cover my entire landscape of scale the radius as when I drag in my weather, it only shows particles in one small area.? Thanks
Hi, very happy with the software but in edit mode the snow particals stay yellow highlighted.(blocks arround the particals) I Dont't see the snow like in the video's. Anny idea? Cheers..
That would just be the yellow edge the editor puts around the selected actor, with UDW selected? After selecting UDW, try hitting the G key to change the viewport to game mode.
@@everettgunther929 Sorry, The snow was to light to see in an evening shot. Made it bigger end there it was. I allready thought all was good but missed something silly. Wish I new about Ultra Dynamic earlier. A breeze to work with and makes the scenes so much more pro!! Thanks for your quick reply as well...
First of all, thank you for this assets. What I want to ask is about Megalights introduced with Unreal Engine 5.5. To activate this option, we need to use a 'Post Process Volume.' However, when using UDS, we delete this. Is it possible to use Megalights with UDS?
You don't need to delete post process volumes to use UDS. UDS has post process components to apply a few things like its Exposure settings, but it doesn't replace or negate the need for post process volumes generally. They're still the way you should apply general post settings like that.
@everettgunther929 Of course, but the problem is that using post process volumes causes some issues. For example, when I add rain or snow, it interacts only within a small area and doesn’t affect the entire space. When I don’t use post process volumes, I don’t encounter this issue. Maybe the problem stems from a different cause, but I’ve faced a few issues like this.
@@barsaltntas7287 Hard to say what might be happening there. It's definitely not just a universal issue with PPVs. The UDS demo map has a PPV in it for example. Get in touch at the support email with more details of the project/uds version, and what is being controlled from the PPVs causing the issue. That's support@ultradynamicsky.com
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
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.
Hi. Among the Ultra Dynamic Sky and Ultra Dynamic Weather settings, what are the most important sections that affect the fps values? Where should I look?
There is an entry in the documentation on what UDS settings are most performance relevant. But I would stress that the first step in addressing any performance problem would be using the engine's profiling tools to see what specific costs need targeting. That will always be specific to the project config/scalability/level contents, so getting that info is always key.
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.
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 wanted to know if this system has sounds for the day and sounds for the night? For example, if it is daytime, you can hear birds and if it is nighttime, you can hear crickets. Thanks.
There is an actor class included called Ambient Sound Time and Weather Controlled, which is an ambient sound actor you can configure to turn on/off based on time or weather. So you could add your own nighttime or daytime specific sounds, sure.
I have very dark shadows when using ultra dynamic sky, can you help me solve this problem, what can be done about it at all? I am using UE5.3 and the latest version of UDS. Exposure is set correctly, local exposure is also set correctly.
The ambient light by default will be the correct amount for the brightness of the sky, necessarily. If that ambient light is being overoccluded by scenery, that would be a GI issue. You can get in touch at the support email with screenshots and more details and I can offer some suggestions. That's support@ultradynamicsky.com
I have bought it but volumetric fog with spot lights setting scattering to max (4 in each) and insensiti does not show any rays with the fog, is this expected?
If you're enabling volumetric fog on UDS and not seeing a difference on lights with scattering intensity like that (within the range of volumetric fog distance) then make sure you don't have editor scalability set low enough to disable volumetric fog. The engine's default scalability turns off volumetric fog on low and medium shadow quality.
@@everettgunther929 To be more clear, you need to Remove Local Content AFTER updating UDS. I had removed it, updated, and it gave the same issue. Removed the local content and then it worked.
Like to decrease the amount of fog density as you enter a space? You could use the weather override volume to apply the weather with lower fog in that space. If you wanted to modify the specific fog density settings on UDS, you could make a sky modifier which does that, and apply it when entering the space at runtime.
@@everettgunther929 I wanted to decrease the volumetric fog density in the 'mine' area because it's too dense there. I tried using the weather override volume and created a custom weather state, setting its fog value to 0, but the same amount of volumetric fog is still present. Am I doing something wrong? Additionally, our game is a 4-player co-op, and I'm unable to change the UDS globally since the other 3 players might not be in the mine area.
@@qaxt8231 Sky modifiers by default are not replicated to the clients in a multiplayer scenario. So you could apply/remove one for one player and the other players' sky wouldn't be affected.
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?
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.
Hello! Is it possible for there to be multiple layers of clouds at different altitudes? In the case of a flying game so that there can be different kinds and density of clouds based on how high the player is
@@MnopTheGreat No. Unreal's volumetric cloud rendering only supports one volumetric cloud material at a time. The two layer option switches to a special alternate mat which splits itself into two halves with an adjustable empty space between. There aren't mats built for more past that.
@everettgunther929 my question is more about where and what settings fir this product? So ev100 14 during noon works... so sky and clouds appear correct
@@mindped The sun light intensity is exposed in the Sun category. Everything will scale with that which needs to. The only other thing you might want to adjust is the exposure compensation curve if you're using the default auto exposure settings. That's set in the Exposure category.
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 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.
I've been playing with UDS/UDW for a few months now, there are so many amazing features and the quality is top! - I'm fairly new to UE, when applying the weather effects to a material, I only seem to have 'material instance' , not just 'material'... I must be missing something!
A material instance is an asset which inherits its material logic from a material asset. You can right click an instance asset and click Find Parent. It will take you to what it inherits from. If it's another instance, just Find Parent on that until you get to the material asset.
How are wet weather effects handled for interiors? Would interiors remain dry assuming a roof is above them? Would it be simple and automatic or not? I have a large scale city map already created and cant manually select every asset one by one it would be far too time consuming so Im hoping its automatic like the Sky Creator plug in for example where its as easy as "If something is above then the weather effects are masked below the object"
There are tools for masking effect coverage in specific spaces, interior or otherwise. They aren't globally automatic, no. There's no good way I've ever found for that to work without significant compromises to performance and flexibility.
Hi I have Ultra Dynamic Sky and Weather in my Level and in Gameplay I can hear the audio, but I cannot figure out how to add the audio to work in the Sequencer. I tried adding an audio track in the sequencer but I still could not figure out how to get the sound working in the Sequencer. How do you do this?
If you're using the Wav export in the Movie Render Queue for the audio, there isn't any extra setup you should need to do for the weather sounds to be present. Or if you just mean the audio being previewed while working in the sequence editor, you should just need to turn on volume for Real Time Audio, in the Settings dropdown of the main editor toolbar.
I did find a turn on the WAV export in Movie Render Queue and rendered it again and still no sound. But I also couldn't figure out how you turn on the volume for Real Time Audio in the Main Editor Settings I searched and looked through all the Main Menu Settings and couldn't find anything for Real Time Audio. The weather sounds do play great in the Third Person Game mode when I press play and the character drops down in the game, but I get no audio when I am just using the Sequencer. So I am still at a loss, but the Sky and Weather looks fantastic when I rendered it.
@@mikebrowning666 Understand, with Wav output enabled, it will render the audio to a separate wav file. You can use that when editing/compiling video using the frames + the audio file.
Ahhh ok, I didn't look in the Output folder for a separate WAV track, so I will check that out today and hopefully it's there. I use Veedub to make an AVI of the frames and usually just click on the first frame and in Veedub and it automatically loads all the frames into the Veedub player, so I didn't actually look in the folder to see if there was a WAV file in there too, but I will definitely check and hopefully its there because I can easily add it into Veedub.I wish I could figure out how you turn on the Real Time Audio in the Main Menu, I looked through the Main Menu and Project Settings and Plugins and couldn't find anything under Real Time or under the Audio section that was called Real Time.
@@mikebrowning666 The Settings dropdown, on the main editor toolbar (where the play buttons and editor modes are). The real time audio volume setting is there.
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
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.
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.
This is one of the best assets in the Marketplace!!
Correction, it's one of the _essential_ assets in the Marketplace
For me it is the best!
big facts almost everyone has this asset in there library....
This is the best blueprint asset on the marketplace. The implementation is so easy for something that is so complexed.
One of my best assets to take my scenes (the flying man) to the next level... ❤❤❤❤❤❤
This is the first plugin i bought after i learn UE, and i still use it for each project. Absolutely Perfect
how to you add the plugin to your scene?
Just bought this and I've gotta say this is a mandatory plugin that every single one of you HAS TO own. It's truly amazing, thank you Everett!
omg bought it for 4.26 and still the best plugin/content out there - thank you everett!!!! you are the best creator
First plugin I officially bought for Unreal after hearing SO MANY good things everywhere. Hoping for the best!! Thanks for the plugin folks!
3:26 this is the only feature I was waiting for!! FINALLY
Amen lol
was waiting for it aswell
I can't believe he had 1:45 I didn't even know you could make an aurora that amazingly vibrant and expansive it's like real life
I am so excited seeing this video pop-up on my feed right now!! Now let's watch
I got this a few years back and have created hundreds of Amazing Levels with it! The Best Sky/Weather System on the UE Marketplace! 5 Stars! 💯
I bought this and its definitely my most widely used asset in Unreal Engine 5! Excelent job sir!
This is sincerely impressive, i can't thank you enough for your hard work !
Thank you Everett for making UDS even better and powerful!
Not only fantastic, but also well documented and supported.
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
that's one of the most insane blueprint pack I've ever seen. Best plugin on the market and it's so affordable!
It's great that once you make materials interact-able, the sounds when moving through snow/rain is automatically added (footsteps)
This changed my game in the best way, and it did it instantly. Best UE purchase I've made. THANK YOU!!!!
Truly one of the best products ever. Thank you for making this.
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.
Best asset on the marketplace by far, thank you so much for this amazing tool!
i loove the intro music, its so good
This is epic. Outstanding work.
This asset should be part of the engine in my opinion. This is a must have for any project
Best asset in the Marketplace. Very detailed and always gets updated. Worth every penny
I love this and use it all the time!
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!
Currently the best plugin I have ever bought in UE4
Since it first came out, I use this in almost every video I make. Perfect.
14:31 would this work the same for clone armor I'm currently following the guide but keep messing up the texture.
I don't know what clone armor is myself. If you get in touch at the support email with images of the material graph you're trying to add to, I might be able to help.
@@everettgunther929 I've figured it out myself and let me tell you this is truly as masterpiece is it possible to add rain droplets to textures using your plugin?
@@makeandkraftstudios There are material functions for rain droplets on surfaces, sure. I'd recommend reading the entries in the Material Effects section of the weather category, in the Readme.
Amazing asset! You make me look like a pro, and all I do is drag and drop! Thank you!
Hi guys, When Im dragging the the Blue print from content browser to the scene, I cant change the sun sky high ETC, why is that? Its as if the settings are locked - any way to change this? also should there be more than 1 BLUEPRINT?
Everett Gunther the king of asset updates
Every time I open UE5 there's an update for this. Hands down the best 40 bucks I ever spent
The best purchase I ever made on the Epic store.
This is some kind of magic! It was scary to even dream about such a plugin. THANK YOU for your hard work! ✨😎👍🌞🙌
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.
In my opinion one of the best Marketplace contents and the developer is incredibly good and helpful.
Insanely impressive, and very reasonably priced.
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!!
And it all started with the Magic Weather in Shenmue, in 1999! :D
The Radial Storm effect. OMG! 😍😍😍😍
Concerned for performance... going to test this!
Give this man a Award!
10/10 The only downloadable system I trust to handle my exterior environment lighting
There's a reason your UDS volumetric cloud blueprints are the top dog in the UE marketplace.
How can we do this with Brushify landscapes? I've been trying for days and it won't work, even though they recommend using UDS.
I've replied to your email about this. We can troubleshoot there.
Tremendous work Everett!!! :)
In my project, the weather effect function doesn't work on foliage. Do you know why? I don't have any problems with the same meshes elsewhere, and it works well on the landscape too.
Surface Weather Effects on instanced foliage meshes? It should work without issue. Get in touch at the support email with more details and screenshots of the material setup and I can help troubleshoot. That's support@ultradynamicsky.com
This is truly fantastic wish I had found it earlier!
Best purchase I've ever made!
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
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?
In my case the "Render Ground Fog" doesn't do anything. I have the settings exactly like at 7:49. Any hints? 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.
release the 5.5 version bro, i just bought it, its fire 🔥 , but i need it in my 5.5 project 👍👍🤝
Hi, It looks like some the settings for weather effect are having issues, the clouds go dark and on screen effect for water looks stretched, cold effect is fine , when applying rain effects, heavy snow and snow but light snow the clouds are normal.
Get in touch at the support email with screenshots and details of the project, and I can help figure out what you're running into specifically. That's support@ultradynamicsky.com
Hi Everett, I'm trying to do the puddles in the newest version using the DLWE but it doesn't have the Apply Wetness/Puddles or the Apply Snow/Dust inputs like the DLWE v2 did. I'm I doing something wrong?
If you are in 5.1 to 5.4, you don't have the newest version and should try updating the assets in your project again. If you're in a version earlier than that, the newest release from back then wouldn't have the V2 version of the DLWE function.
Either way, you can look in the UDS demo map for an example landscape material using the effects.
Usually maps have hundreds of different materials on it's meshes. Do you expect each buyer to manually change all of them to work with your pack?
What you're thinking of, which levels typically have hundreds of, are material instances. Material instances inherit their logic from a master. These material effects would only need to be added to master materials, which there should only be a small number of for scenery assets, shared across a whole project.
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.
With Fab, I wasn't sure how to ask this question, but I'm making a VR project for PC and Meta Quest, and I was wondering if there was any documentation for best practices working with Ultra Dynamic Sky with a mobile headset?
I was considering just swapping for a simple skybox, but I wanted to try to achieve parity as best as possible. Any suggestions are appreciated.
Mobile headsets aren't something I've ever worked with/supported. But the asset does have options for mobile/android support. They can do things like swap the sky mode on a mobile platform, and avoid starting up features unsupported by the mobile renderer. There's info in the documentation about working with mobile.
Fantastic. How do I have the rain/snow cover my entire landscape of scale the radius as when I drag in my weather, it only shows particles in one small area.? Thanks
you really need to shout out your discord more .. its a treasure trove of great info!
Hi, very happy with the software but in edit mode the snow particals stay yellow highlighted.(blocks arround the particals) I Dont't see the snow like in the video's. Anny idea? Cheers..
That would just be the yellow edge the editor puts around the selected actor, with UDW selected?
After selecting UDW, try hitting the G key to change the viewport to game mode.
@@everettgunther929 Sorry, The snow was to light to see in an evening shot. Made it bigger end there it was. I allready thought all was good but missed something silly. Wish I new about Ultra Dynamic earlier. A breeze to work with and makes the scenes so much more pro!! Thanks for your quick reply as well...
First of all, thank you for this assets. What I want to ask is about Megalights introduced with Unreal Engine 5.5. To activate this option, we need to use a 'Post Process Volume.' However, when using UDS, we delete this. Is it possible to use Megalights with UDS?
You don't need to delete post process volumes to use UDS. UDS has post process components to apply a few things like its Exposure settings, but it doesn't replace or negate the need for post process volumes generally. They're still the way you should apply general post settings like that.
@everettgunther929 Of course, but the problem is that using post process volumes causes some issues. For example, when I add rain or snow, it interacts only within a small area and doesn’t affect the entire space. When I don’t use post process volumes, I don’t encounter this issue. Maybe the problem stems from a different cause, but I’ve faced a few issues like this.
@@barsaltntas7287 Hard to say what might be happening there. It's definitely not just a universal issue with PPVs. The UDS demo map has a PPV in it for example. Get in touch at the support email with more details of the project/uds version, and what is being controlled from the PPVs causing the issue. That's support@ultradynamicsky.com
Fantastic plugin.
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
just purchased this after a loooooottt of consideration, but not gonna lie, instantly after placing it in my scene it looks better bruhh
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.
@@everettgunther929 Oh forget it, I don't have to modify anything, changing Exposure Test Bounds to Root Component Bounds is enough
dude only 20$ in marketplace WTF thats a gift! Thanks!
Thank you for this asset. Its amazing.
Hi. Among the Ultra Dynamic Sky and Ultra Dynamic Weather settings, what are the most important sections that affect the fps values? Where should I look?
There is an entry in the documentation on what UDS settings are most performance relevant. But I would stress that the first step in addressing any performance problem would be using the engine's profiling tools to see what specific costs need targeting. That will always be specific to the project config/scalability/level contents, so getting that info is always key.
@@everettgunther929 Thanks
Regarding weather rain droplets settings, do the rain droplets also interact with e.g. an cloth alembic which I import from clo3d?
The weather particles query for simple collision. So it would just depend on if the cloth mesh has simple collision which would work well.
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.
Yes, UDS has event dispatchers for sunset and sunrise you can bind to.
@@everettgunther929 Thanks!
Can't seem to make the snow landscape effect render in far off distances -- draw distance is an issue for me here I think
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 wanted to know if this system has sounds for the day and sounds for the night? For example, if it is daytime, you can hear birds and if it is nighttime, you can hear crickets. Thanks.
There is an actor class included called Ambient Sound Time and Weather Controlled, which is an ambient sound actor you can configure to turn on/off based on time or weather. So you could add your own nighttime or daytime specific sounds, sure.
I have very dark shadows when using ultra dynamic sky, can you help me solve this problem, what can be done about it at all? I am using UE5.3 and the latest version of UDS. Exposure is set correctly, local exposure is also set correctly.
The ambient light by default will be the correct amount for the brightness of the sky, necessarily. If that ambient light is being overoccluded by scenery, that would be a GI issue.
You can get in touch at the support email with screenshots and more details and I can offer some suggestions. That's support@ultradynamicsky.com
I have bought it but volumetric fog with spot lights setting scattering to max (4 in each) and insensiti does not show any rays with the fog, is this expected?
If you're enabling volumetric fog on UDS and not seeing a difference on lights with scattering intensity like that (within the range of volumetric fog distance) then make sure you don't have editor scalability set low enough to disable volumetric fog. The engine's default scalability turns off volumetric fog on low and medium shadow quality.
@@everettgunther929 Also, is there a way in the future to change skyboxes or update the HDRIs ?
@@gastonsaillen There are settings for replacing the sky material and mesh, in the advanced dropdown of Basic Controls.
There is a version problem about UDS. It is seen only avaliable on 5.0 in my library. Do you know about this problem?
It's a bug with the launcher happening since the Fab transition. You should just need to use "Remove Local Content" on UDS, and restart the launcher.
@@everettgunther929 solved thanks
@@everettgunther929 To be more clear, you need to Remove Local Content AFTER updating UDS. I had removed it, updated, and it gave the same issue. Removed the local content and then it worked.
I am trying to decrease volumetric fog for a spesific area, I tried manuel whether override but it doesnt work. What you suggest?
Like to decrease the amount of fog density as you enter a space? You could use the weather override volume to apply the weather with lower fog in that space.
If you wanted to modify the specific fog density settings on UDS, you could make a sky modifier which does that, and apply it when entering the space at runtime.
@@everettgunther929 I wanted to decrease the volumetric fog density in the 'mine' area because it's too dense there. I tried using the weather override volume and created a custom weather state, setting its fog value to 0, but the same amount of volumetric fog is still present. Am I doing something wrong?
Additionally, our game is a 4-player co-op, and I'm unable to change the UDS globally since the other 3 players might not be in the mine area.
@@qaxt8231 Sky modifiers by default are not replicated to the clients in a multiplayer scenario. So you could apply/remove one for one player and the other players' sky wouldn't be affected.
truly insane in the best way possible 🙌
It was an instant buy, could you please add triplanar support to wetness effects? I mean it’s a complete package and all, I’m just a little greedy.
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?
You can use the DLWE function on a non landscape, if the mesh is a good fit for it. There are notes about that in the DLWE entry in the documentation.
@@everettgunther929 Thanks for respond, will look for it
Awesome is there a way to change the sunlight during an animation?
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.
Hello! Is it possible for there to be multiple layers of clouds at different altitudes? In the case of a flying game so that there can be different kinds and density of clouds based on how high the player is
There is an option for a second layer, offset in a few ways from the first.
@@everettgunther929 any way to expand with more layers?
@@MnopTheGreat No. Unreal's volumetric cloud rendering only supports one volumetric cloud material at a time. The two layer option switches to a special alternate mat which splits itself into two halves with an adjustable empty space between. There aren't mats built for more past that.
what are the settings i need to change to make it light light real world lighting units? 100 lux around noon?
Sun physical lighting values vary, but 100,000 Lux for sun light intensity is typical.
@everettgunther929 my question is more about where and what settings fir this product? So ev100 14 during noon works... so sky and clouds appear correct
@@mindped The sun light intensity is exposed in the Sun category. Everything will scale with that which needs to. The only other thing you might want to adjust is the exposure compensation curve if you're using the default auto exposure settings. That's set in the Exposure category.
Absolutely going to be using this in my project
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.
@@everettgunther929 thank you so much for clarifying! It makes sense now!:)
Wow, i had no idea about a lot of these things.
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.
@@everettgunther929actually I find the node to change weather, this is the best asset of unreal 🙏 thank you so much for creating it
Radial storm and space layer is new to me. Easily the best asset on the marketplace.
I've been playing with UDS/UDW for a few months now, there are so many amazing features and the quality is top! - I'm fairly new to UE, when applying the weather effects to a material, I only seem to have 'material instance' , not just 'material'... I must be missing something!
A material instance is an asset which inherits its material logic from a material asset.
You can right click an instance asset and click Find Parent. It will take you to what it inherits from. If it's another instance, just Find Parent on that until you get to the material asset.
Is there a way to block the landscape effects indoors? Like a blocking volume or something?
Sure, the Weather Mask tools exist to mask material effect coverage in spaces. The readme entry "Masking Material Effect Coverage" goes over those.
@@everettgunther929 Yes I found them, thank you. Didn't realize it would be a separate blueprint.
Overall best plugin for UE5 in my opinion.
Is there a way to simulate water droplets on material??
Yes, droplets is one of the effects you can enable on the Surface Weather Effects material function.
How are wet weather effects handled for interiors? Would interiors remain dry assuming a roof is above them? Would it be simple and automatic or not? I have a large scale city map already created and cant manually select every asset one by one it would be far too time consuming so Im hoping its automatic like the Sky Creator plug in for example where its as easy as "If something is above then the weather effects are masked below the object"
There are tools for masking effect coverage in specific spaces, interior or otherwise. They aren't globally automatic, no. There's no good way I've ever found for that to work without significant compromises to performance and flexibility.
Hi I have Ultra Dynamic Sky and Weather in my Level and in Gameplay I can hear the audio, but I cannot figure out how to add the audio to work in the Sequencer. I tried adding an audio track in the sequencer but I still could not figure out how to get the sound working in the Sequencer. How do you do this?
If you're using the Wav export in the Movie Render Queue for the audio, there isn't any extra setup you should need to do for the weather sounds to be present.
Or if you just mean the audio being previewed while working in the sequence editor, you should just need to turn on volume for Real Time Audio, in the Settings dropdown of the main editor toolbar.
I did find a turn on the WAV export in Movie Render Queue and rendered it again and still no sound. But I also couldn't figure out how you turn on the volume for Real Time Audio in the Main Editor Settings I searched and looked through all the Main Menu Settings and couldn't find anything for Real Time Audio. The weather sounds do play great in the Third Person Game mode when I press play and the character drops down in the game, but I get no audio when I am just using the Sequencer. So I am still at a loss, but the Sky and Weather looks fantastic when I rendered it.
@@mikebrowning666 Understand, with Wav output enabled, it will render the audio to a separate wav file. You can use that when editing/compiling video using the frames + the audio file.
Ahhh ok, I didn't look in the Output folder for a separate WAV track, so I will check that out today and hopefully it's there. I use Veedub to make an AVI of the frames and usually just click on the first frame and in Veedub and it automatically loads all the frames into the Veedub player, so I didn't actually look in the folder to see if there was a WAV file in there too, but I will definitely check and hopefully its there because I can easily add it into Veedub.I wish I could figure out how you turn on the Real Time Audio in the Main Menu, I looked through the Main Menu and Project Settings and Plugins and couldn't find anything under Real Time or under the Audio section that was called Real Time.
@@mikebrowning666 The Settings dropdown, on the main editor toolbar (where the play buttons and editor modes are). The real time audio volume setting is there.
Most powerful assets for weather
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
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.
@@everettgunther929 any chance to light clouds with point lights as per needed placement ? or with any other lightning materials ?
@@futureframe1985 You could try using the cvar r.VolumetricCloud.EnableLocalLightsSampling 1
It's not something the UDS blueprint touches.
Thank you for this amazing product.
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.
Yes, this is what the Configuration Manager utility in the blueprints folder is for.
@@everettgunther929 haven't gone through full documentation yet. Thx!
Does this system use real world values for the sun (100 - 130K lux) and moon (.5 lux)?
Not by default, but it's supported. You would just set the exposed Sun Light Intensity/Moon Light Intensity settings as you need.