ue-uds-modifiers-configs-state

Configure Ultra Dynamic Sky modifiers, configuration assets, save state, and post-processing in Unreal Engine.

55|5|Updated Mar 26, 2026
One-click install
npx skills add https://github.com/kevinpbuckley/unreal-engine-skills --skill ue-uds-modifiers-configs-state-kevinpbuckley
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: ue-uds-modifiers-configs-state
Source: https://github.com/kevinpbuckley/unreal-engine-skills/tree/main/skills/ultra-dynamic-sky/ue-uds-modifiers-configs-state
Command: npx skills add https://github.com/kevinpbuckley/unreal-engine-skills --skill ue-uds-modifiers-configs-state-kevinpbuckley

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

Frequently Asked Questions about ue-uds-modifiers-configs-state

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I save and load Ultra Dynamic Sky state in a save game?

Call Create UDS and UDW State for Saving to pack all time and current weather state into a struct, store it in your save data, then call Apply Saved UDS and UDW State on load or level entry to restore it.

How do I apply a different sky configuration at runtime in UDS?

Call Apply Sky Configuration on the UDS actor with a saved config asset, and Apply Weather Configuration on UDW for weather. When applying both, apply the weather configuration first.

What is the difference between UDS Sky Modifiers and Configuration assets?

Sky Modifiers are data assets that override selected properties and can fade in, out, and layer at runtime. Configuration assets snapshot the complete UDS and UDW settings state for reuse across levels or projects.

Why can't I change a UDS variable after setting a configuration override?

A bound Configuration Override owns all UDS or UDW settings, so direct edits are blocked. Remove the override in the Basic Controls advanced dropdown or edit the underlying config asset instead.

Why do UDS Onscreen Controls not work for multiplayer clients?

Clients need the UDS Client Controller component added to their player controller class. The Onscreen Controls widget automatically routes function calls through it to replicate sky changes up to the server.

Why do UDS interior adjustments flicker when entering buildings?

Flickering comes from unstable occlusion traces in the Player Occlusion system. Increase trace count or adjust the update period, or place UDS Occlusion Volume actors to force stable occlusion in interior regions.