What problem does it solve? Managing Ultra Dynamic Sky's higher-level state features is scattered across many systems: saving and applying complete sky configurations, layering temporary visual overrides, persisting time and weather across save games, and driving post-processing by time of day or interior occlusion. This Skill consolidates the correct functions, asset paths, and gotchas for each system so an agent applies the right mechanism without conflicts. ## Core Features & Use Cases - Sky Modifiers and Configuration Manager: Author data-asset property overrides with fade in/out, snapshot complete UDS/UDW settings into config assets, and apply them at runtime with Apply Sky Configuration and Apply Weather Configuration. - Save-game state and post-processing: Pack time and weather into a struct for save data, drive post process components by time of day, weather, or interior occlusion, and configure the sun lens flare. - Interior, water, sound, and UI: Set up Interior Adjustments with Player Occlusion volumes and portals, Water Level with caustics and underwater fog, time/weather-controlled ambient sounds, and the Onscreen Controls widget with multiplayer client controller. - Use Case: A player walks into a building and the game needs warmer interior lighting, muffled weather audio, and a saved sky state on quit. This Skill directs the agent to enable Interior Adjustments, tune Player Occlusion traces, and call Create UDS and UDW State for Saving. ## Quick Start Ask the agent to save the current Ultra Dynamic Sky and Ultra Dynamic Weather state into a save-game struct and reapply it on level load.