What problem does it solve? Setting up Ultra Dynamic Sky (UDS) in an Unreal level involves removing conflicting stock lighting actors and choosing the right combination of Sky Mode, Color Mode, Project Mode, and Feature Level — picking wrong values causes black scenes, missing clouds on mobile, or tanked frame rates. ## Core Features & Use Cases - Clean Level Setup: Lists exactly which stock actors (Directional Light, Sky Light, Sky Atmosphere, Volumetric Cloud, Exponential Height Fog) to remove before dragging in the UDS actor, plus lighting rebuild guidance. - Mode Selection Guidance: Decision tables for Sky Mode (Volumetric/Static/2D/Voxel/Aurora/Space), Color Mode (Sky Atmosphere vs Simplified), Project Mode (Game vs Cinematic), and Feature Level (Desktop/Mobile), including runtime Blueprint control via GetUltraDynamicSky(). - Troubleshooting Gotchas: Covers black-scene exposure issues, mobile feature-level mismatches, Cinematic mode left enabled, and UDW ownership of Cloud Coverage/Fog. - Use Case: You are shipping a mobile build and volumetric clouds vanish on device — this Skill explains setting Feature Level to Mobile so incompatible sky modes auto-swap for mobile-compatible replacements. ## Quick Start Add Ultra Dynamic Sky to my current Unreal level and configure it for a mobile build with performance-friendly clouds.