Ue Uds Lighting And Shadows logo

Ue Uds Lighting And Shadows

Community
kevinpbuckley
ue-uds-lighting-and-shadows

Configure lighting in Ultra Dynamic Sky — Sun and Moon directional light components, Cloud Shadows (volumetric and 2D), Sky Light modes (Capture Based / Custom Cubemap / Cubemap with Dynamic Color Tinting), Exposure (auto exposure / manual), static/stationary lighting setup, Screen Space Light Shafts, the Light Day/Night Toggle component for lights that come on at night, and the day-to-night material utility functions. Use any time the user mentions UDS lighting, shadows, sky light, ambient light, sun shadow softness, light angle, exposure problems, scene rendering black or wrong at night, baked lighting with UDS, god rays/light shafts, lights that come on at sunset, cubemap recapture cost, or making a child of UDS to override sun color.

Overview

Publisherkevinpbuckley
Repositoryunreal-engine-skills
Skill nameue-uds-lighting-and-shadows
Stars
89
Forks
9
Bundled files
Instructions only
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by kevinpbuckley on GitHub. Read the source before you install it.

Installation

Install the Ue Uds Lighting And Shadows AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/kevinpbuckley/unreal-engine-skills/tree/master/skills/ultra-dynamic-sky/ue-uds-lighting-and-shadows
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/kevinpbuckley/unreal-engine-skills.git /tmp/unreal-engine-skills
mkdir -p .claude/skills
cp -r /tmp/unreal-engine-skills/skills/ultra-dynamic-sky/ue-uds-lighting-and-shadows .claude/skills/ue-uds-lighting-and-shadows
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Ue Uds Lighting And Shadows in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Ue Uds Lighting And Shadows on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Ue Uds Lighting And Shadows is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

UDS lighting and shadows

UDS owns three lights (sun, moon, sky light) as components on the actor, and a cloud-shadow system that works for every Sky Mode. This skill covers those components, sky light modes, exposure, light shafts, static/stationary setup, and the runtime utilities for time-of-day-responsive lights.

LightTypeSettings categoryCost lever
SunDirectional light component on UDSSunAffects shadow cost, cloud shadows
MoonDirectional light component on UDSMoonAffects shadow cost, cloud shadows
Sky LightSky light component on UDSSky LightMode chooses cost vs flexibility
Cloud ShadowsEffect on the directional lightsCloud ShadowsWorks with every Sky Mode
Screen Space Light ShaftsEngine Light Shaft Bloom toggleScreen Space Light ShaftsCheap; only when facing the light
ExposureAuto / Manual auto-exposure controlExposureDrives the whole image brightness

When to use this skill

  • Configuring or limiting the sun/moon directional lights.
  • Choosing or tuning the sky light mode (capture / cubemap / tinted).
  • Diagnosing black, too-dark, or unresponsive ambient light.
  • Setting up baked / static / stationary lighting with UDS.
  • Enabling Light Shaft Bloom god rays for the sun/moon.
  • Making placed lights in the level (lamps, neon) turn on at sunset.
  • Making emissive materials switch on at night without writing blueprint.
  • Working with a Custom Sun/Moon Light Actor (and the Cloud Scattered Luminance Scale gotcha that comes with it).

Light components on UDS

UDS owns Sun and Moon directional light components, plus a Sky Light component. Select UDS and find them in the component list at the top of the details panel.

Settings UDS controls per light: color, intensity, cast shadows, light source angle. Everything else is editable directly on the component.

For sun/moon positioning and appearance, see ue-uds-sun-moon-stars.

Custom light actors (avoid unless required)

Pointing UDS at an external light actor (instead of the built-in components) is supported but not recommended unless a specific need forces it (e.g. a third-party plugin that requires a light actor reference).

If you do, two extra steps are needed:

Light typeManual fix-up
Directional (sun/moon)Manually set Cloud Scattered Luminance Scale on the actor to match UDS's Sun/Moon component value. UDS can't set this from blueprint. Copy the value/color exactly.
Sky lightSet Source Type to match UDS's Sky Light Mode: • Cubemap with Dynamic Color Tinting or Custom Cubemap → Specified Cubemap• Capture Based → Captured Scene

If volumetric clouds look strangely dark/gray when using a custom sun/moon actor, missing Cloud Scattered Luminance Scale is almost always the cause.

Lights update throttling

Lights Update settings in the Directional Light category — throttle how often the lights' rotation actually updates. Cached sun/moon rotations are applied to visuals every frame, but the lights' real rotation can update less frequently. Useful for reducing cached directional shadow invalidation cost.

Cloud Shadows

Category: Cloud Shadows. Enabled by default and compatible with every Sky Mode, even cloudless modes.

SettingWhat it does
Intensity / softness with cloud coverageFull overcast fully occludes by default; low coverage only partial
Shadow contribution when Fog / Dust highAdjustable directional light occlusion in those states
2D Cloud Shadows Speed, 2D Cloud Shadows ScaleTexture-based shadow for non-Volumetric Sky Modes

For Volumetric Clouds, shadows are accurate to the 3D layer — every cloud casts its own correct shadow. Other Sky Modes use the 2D texture-based shadow.

Cloud Shadows + single-layer water

SymptomFix
Single-layer water lit by sun in cloudy weather when it shouldn't beProject Settings → enable Single Layer Water Uses Light Function Atlas. UDS cloud shadows support the light function atlas, so water reads them correctly.
Sun reflection near sunset/sunrise doesn't match cloud coverage that should block itIn Cloud Shadows category: enable Correct Specular Scale For Low Angle Cloud Shadows

Sky Light

Sky Light Mode in the Sky Light category.

ModeHow it worksWhen to pick
Capture BasedGenerates a cubemap by capturing the sky. Real-time capture exposed as an option.Hero quality, supports full dynamic sky
Custom CubemapStatic cubemap set via Sky Light CubemapLocked-in scene with a single look
Cubemap with Dynamic Color TintingFlat gray cubemap dynamically tinted with fog color to align with time of dayBest for dynamic time of day at low cost; works on every platform (incl. mobile without real-time capture)

Sky Light Color Multiplier settings tint differently per Time of Day. Values >1 scale intensity proportionally.

Exposure

UDS controls exposure by default. Auto exposure (Unreal's "eye adaptation") is what lets brightness adapt to scene light. Category: Exposure.

SettingControls
Apply Exposure SettingsMaster toggle for UDS taking exposure ownership
Exposure Compensation CurvePushes brightness higher/lower based on overall scene light level
Exposure Bias (per scenario)Per-time-of-day, per-weather exposure compensation. e.g. "make night exposure brighter, cloudy darker."
Exposure Metering ModeWhether auto exposure is on, and which type. Set to Manual to disable auto exposure but keep using bias settings.
Exposure Brightness Range (MinEV100 / MaxEV100)The range auto exposure adapts within

For debugging auto exposure: viewport view mode Show → Visualize → HDR(Eye Adaptation) shows what auto exposure is doing.

Static / stationary lighting

UDS defaults to movable lights, but supports static / stationary too.

To switch a UDS light to static or stationary, find its mobility setting in the corresponding UDS category (Sun, Moon, Sky Light). Set the mobility from the exposed UDS setting, not on the component itself.

After the level's lighting is built:

ConstraintWhy
Can still tweak some sky settingsMaterial params, etc.
Settings that move/alter lights break the buildAny directional light change invalidates lightmaps
Static/stationary sun → Time of Day cannot change at runtimeLight mobility prevents rotation at runtime

Screen Space Light Shafts

Light Shaft Bloom — engine-level directional light feature: cheap screen-space god rays. Only renders when facing the light. Not related to volumetric fog (which can achieve similar visuals via a different method).

Category: Screen Space Light Shafts — toggles per sun / moon.

Light Day/Night Toggle component

For a light component placed in the level (lamp, neon sign) that should turn on at sunset and off at sunrise.

Setup stepDetail
Add the componentBlueprints/Utilities/Light Day/Night Toggle as a child of the light component on an actor
Default behaviorOn at night; flip via setting on the component
Power-on animationComponent animates intensity as the light powers on (imitating warm-up lamps). Toggle/adjust on the component.
Drive material parametersThe component can drive a Light Toggle scalar parameter (0–1) on an array of dynamic material instances

Hierarchy: the toggle component must be a child of the light component to control it.

Material functions for lighting

Search the material palette:

FunctionWhat it does
Day to Night Float / Day to Night ColorInterpolate between two inputs based on whether sun is up. Inputs offset threshold and widen/sharpen the transition. Good for emissive-on-at-night without blueprint.
Active Sun or Moon VectorUnit vector toward whichever body is up (sun by day, moon by night). Also outputs a 0–1 mask that drops to 0 at the swap moment — multiply effects by it to hide pop artifacts.

Runtime / Blueprint control

Most lighting variables that change with time/weather (color, intensity, scattered luminance) update via the cache automatically.

For static lighting properties (mobility, source type, certain advanced light setup), set the variable then call Static Properties - Sun, Static Properties - Moon, or Static Properties - Sky Light to apply. For a complete instant refresh, Hard Reset Cache.

Gotchas

  • Scene renders black after adding UDS — exposure. In order: (1) disable any post-process volume overriding exposure; (2) viewport Lit dropdown → check Game Settings for exposure; (3) on UDS disable Apply Exposure Settings in the Exposure category.
  • Ambient light starts correct then stops updating as time changes — sky light isn't updating. Platform may not support real-time sky light capture; switch Sky Light Mode to Cubemap with Dynamic Color Tinting (works everywhere, dynamic). Or it's leftover static light from a baked solution — run a lighting build.
  • Ambient light slow to adapt after a fast sky change — that's Lumen's default GI update speed. UDS doesn't touch Lumen. Adjust Lumen Global Illumination → Update Speed in a post-process volume (raises GPU cost).
  • Volumetric clouds look dark/gray with a Custom Sun/Moon Light Actor — Cloud Scattered Luminance Scale isn't set on the actor. Copy the value from UDS's directional light component. Without a custom actor, it's a leftover directional light in the level that wasn't removed before adding UDS.
  • Single-layer water lit incorrectly under cloudy sky — Project Settings → enable Single Layer Water Uses Light Function Atlas. UDS cloud shadows support the atlas.
  • Time of Day won't change at runtime — sun mobility is static or stationary. Movable required for runtime time changes.
  • Set Sun Light Color at runtime, no effect for 1–2 seconds — cache system interpolates. Call Hard Reset Cache for an instant change, or lower Max Property Cache Period in Scalability / Performance.
  • Set Sun Softness at runtime, no effect at all — static property. Set the variable, then call Static Properties - Sun.

References & source material

Docs (Ultra Dynamic Sky 9.5):

Plugin asset paths:

  • Component list on UDS actor → Sun, Moon, Sky Light
  • Blueprints/Utilities/ — Light Day/Night Toggle component

Related skills: ue-uds-sun-moon-stars, ue-uds-clouds, ue-uds-fog-and-atmosphere, ue-uds-time, ue-uds-performance-mobile-troubleshooting.

Frequently asked questions

What does the Ue Uds Lighting And Shadows AI skill do?

Configure lighting in Ultra Dynamic Sky — Sun and Moon directional light components, Cloud Shadows (volumetric and 2D), Sky Light modes (Capture Based / Custom Cubemap / Cubemap with Dynamic Color Tinting), Exposure (auto exposure / manual), static/stationary lighting setup, Screen Space Light Shafts, the Light Day/Night Toggle component for lights that come on at night, and the day-to-night material utility functions. Use any time the user mentions UDS lighting, shadows, sky light, ambient light, sun shadow softness, light angle, exposure problems, scene rendering black or wrong at night,...

Why use Ue Uds Lighting And Shadows on TypingMind?

Because you install it once and use it with any model. Ue Uds Lighting And Shadows is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Ue Uds Lighting And Shadows in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/kevinpbuckley/unreal-engine-skills/tree/master/skills/ultra-dynamic-sky/ue-uds-lighting-and-shadows. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Ue Uds Lighting And Shadows?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Ue Uds Lighting And Shadows?

As many as you like. As long as a model supports skills, you can use Ue Uds Lighting And Shadows with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Ue Uds Lighting And Shadows AI skill free?

It is published on GitHub by kevinpbuckley. Check the repository for licensing terms. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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