Ue Uds Modifiers Configs State logo

Ue Uds Modifiers Configs State

Community
kevinpbuckley
ue-uds-modifiers-configs-state

Use UDS's higher-level state features — Sky Modifiers (data assets that override sky/post-process properties, time-of-day-triggered modifiers), the Configuration Manager (save/apply complete UDS configs, runtime Apply Sky Configuration, configuration override), Save UDS+UDW state for save games, Sun Lens Flare, Post Process Components driven by time/weather/interior, Interior Adjustments + Player Occlusion (with UDS Occlusion Volume and Portal), Water Level (caustics, underwater fog, Water Body Classes), Ambient Sound — Time and Weather Controlled, and the UDS Onscreen Controls widget (with multiplayer client controller). Use any time the user asks about saving/loading sky presets, applying a different sky config, save-game serialization for time/weather, sun lens flare, post-processing tied to time of day, indoor vs outdoor differences, water/underwater effects, ambient sounds that change with time, or an on-screen UI to control the sky.

Overview

Publisherkevinpbuckley
Repositoryunreal-engine-skills
Skill nameue-uds-modifiers-configs-state
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 Modifiers Configs State 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-modifiers-configs-state
  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-modifiers-configs-state .claude/skills/ue-uds-modifiers-configs-state
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Ue Uds Modifiers Configs State 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 Modifiers Configs State 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 Modifiers Configs State 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 modifiers, configurations, state, and misc features

The "extras" layer of UDS: packaging, saving, and applying state; per-context post-processing; interior detection; water; sounds; on-screen UI; and the sun lens flare. Each system is independent — pick the section that applies.

SystemCategory on UDSMental model
Sky ModifiersModifiersData-asset property overrides that fade in/out and layer
Configuration Manager(editor utility)Snapshot/restore the entire UDS settings state as an asset
Save UDS+UDW State(function pair)Pack/unpack state into a struct for save data
Sun Lens FlareLens FlareUDS's own filmic flare on the sun
Post Process ComponentsPost ProcessingTime/weather/interior-driven post components
Interior AdjustmentsInterior AdjustmentsSky/fog/light changes when camera is occluded
Player OcclusionPlayer OcclusionThe trace/volume system that drives interior detection
Water LevelWater LevelCaustics, underwater fog, sound, weather particle masking
AmbientSound — Time and Weather(actor class in Blueprints/Sound)Drop-in ambient sound that auto-volumes with day/night and weather
Onscreen Controls(widget in palette)Drop-in UI for player time/weather control

When to use this skill

  • Saving the current UDS look as an asset; applying a different one at runtime.
  • Persisting sky/weather state across save/load.
  • Layering temporary visual treatments (combat tint, slow-motion vignette) onto UDS.
  • Post processing that changes with time of day, weather, or being indoors.
  • A scene that needs different fog/light when the player enters a building.
  • A water level affecting fog/caustics/sound/weather underwater.
  • Letting players control the sky from in-game UI.
  • Modifying UDS logic without losing changes on updates (child blueprints).

Sky Modifiers

Data assets that override a selection of float/color properties on UDS, plus post-process settings. Can be added/removed at runtime, faded in/out, and layered.

Authoring modifier assets

Launch the Sky Modifier Editor:

  • Ultra Dynamic Sky dropdown on the level editor toolbar, or
  • Run the editor utility at Blueprints/Tools/

In the editor:

ActionWhat happens
OpenOpen an existing modifier asset
NewBlank modifier placed in Blueprints/Sky_Modifiers/ (movable afterward)
Edit a Modifiable Sky Property valueModifier takes control of that property
Click checkbox next to a propertyRemove the property override from this modifier
Modifier Settings → easing, max alpha, post-process togglesPer-modifier behavior

The current modifier previews live on UDS while you work.

Applying modifiers

WhereHow
Modifiers category on UDSAdd a modifier to be used from level start
Runtime functions on UDSSee table below
FunctionBehavior
Add Modifier(modifier, fadeIn)Add and fade in over fadeIn seconds
Remove Modifier(modifier, fadeOut)Fade out an applied modifier and remove
Set Modifier State(modifier, alpha)Set alpha directly and freeze it. Doesn't change on its own. Adds if not already applied.
Clear Modifiers()Instantly clear all applied modifiers
Set Unmodified Property Values()Resave current applied properties as the new unmodified baseline (used as the from/to for future modifier interpolations)

Time-of-Day-specific modifiers

In Sky Modifiers category, the Time of Day Specific Modifiers map auto-applies modifiers within Time of Day ranges:

  • Add a modifier to the map; expand the dropdown for its fade range.
  • Configure fade in across one TOD range and fade out across another.
  • Fade-in can occur before or after fade-out — useful for overnight modifiers. Just ensure end > start for each fade.

Don't drive a time-controlled modifier with Add/Remove/Set Modifier State — they'll conflict.

Configuration Manager

Save the complete configuration of every UDS (and UDW) setting as a config asset, for reuse across levels/projects or runtime application.

Launch the Configuration Manager:

  • Ultra Dynamic Sky dropdown on the toolbar, or
  • Run the editor utility in the Blueprints folder
ActionWhat happens
Select existing configApply it to your UDS actor
Save (bottom-right, when nothing selected)Create new config; prompts for name + location
Save to project filesPlaced in Ultra Dynamic Sky/ folder in your project (per-project)
Save to engine content folderPlaced in Ultra Dynamic Sky/ folder there (per-engine-version, shared across projects)

The version number in each config's thumbnail corner is the UDS version it was saved with. Older configs still load but won't contain data for new variables. Re-save them with current UDS for complete data.

Applying configs at runtime

FunctionWhere
Apply Sky Configuration(config)On UDS
Apply Weather Configuration(config)On UDW

When applying both, apply the weather config first.

Configuration override (bind UDS to a config asset)

Point UDS or UDW at a config asset for settings to be entirely driven by that reference. Useful for shared configs across multiple levels.

WhereSetting
Advanced dropdown of Basic Controls on UDS / UDWConfiguration Override

With an override set, UDS/UDW settings can't be changed directly — the override owns them. Override applies on startup; at runtime you can still modify UDS/UDW variables as normal.

Configuration Buttons editor panel

For levels where you swap configs while working, pin Configuration Buttons — find in the Ultra Dynamic Sky dropdown on the toolbar. Add configs as buttons in a compact panel for quick swap.

Save / load state for save games

For save-game systems that persist sky/weather state across loads or sessions:

FunctionWhat it does
Create UDS and UDW State for Saving()Returns a struct with all time + current weather state — pack into save data
Apply Saved UDS and UDW State(struct)Apply on save load or level entry

Sun Lens Flare

UDS's own filmic lens flare for the sun. Completely separate from Unreal's image-based lens flare post effect.

In the Lens Flare category:

  • Enable Enable Sun Lens Flare
  • Select a Lens Flare Type

Custom lens flares

In the advanced dropdown of Lens Flare, set Custom Lens Flare Parent Instance to an instance you created from one of the existing material instances at:

Materials/Material_Instances/Lens_Flares/

Adjust textures, colors, and mapping parameters in your custom instance.

Post Process Components (time/weather-driven)

In the Post Processing category, the Post Process Components array — each entry becomes a post process component the system creates at startup.

Per-entry controlEffect
Post process settingsOverride any setting (bloom, color grading, vignette)
Time-of-day Enable/Disable checkboxesFade blend weight in/out as time changes
Mask Blend Weight optionsMask the component based on cloud coverage, fog, dust, interior occlusion
Raining / Snowing masksDependent on UDW (no effect without it)

Use cases:

  • Desaturated grade only at night.
  • Harsher contrast only when overcast.
  • Warm cozy color grade only inside.

Interior Adjustments

Adjusts fog and light based on how occluded the camera is by surrounding scene collision. Category: Interior Adjustments.

StepDetail
EnableApply Interior Adjustments
ConfigureTune the settings below it for interior look
Source of occlusionThe Player Occlusion system (below)
Force a region to be occludedPlace a UDS Occlusion Volume actor (Blueprints/Occlusion/)

Occlusion Mode in the Player Occlusion category — whether occlusion comes from traces, volumes, or both.

Player Occlusion

The system on UDS that monitors how occluded the player camera/pawn is from the sky/weather. Drives:

  • Interior Adjustments on UDS (above)
  • Sound Occlusion on UDW — quiets/muffles weather sounds in interiors
  • Optional Interior Temperature on UDW's temperature calculation

The Player Occlusion category sets how occlusion is computed: per-update time budget, trace count, collision channel, etc.

Actor / componentPurpose
UDS Occlusion Volume (Blueprints/Occlusion/)Force a region to be fully occluded; also can block weather particles (Simple Collision mode only)
UDS Occlusion Portal (component)Around the sampling location, traced against; can negate occlusion when the trace is unobstructed. Use case: an open door/window letting outside weather sound in.

Water Level

Sets the height of water surfaces in the level. Category: Water Level.

Used by:

FeatureToggle / setting
Water caustics on sun/moonRender Water Caustics on UDS
Volumetric fog below water (extinction + albedo)Part of Global Volumetric Material (see ue-uds-fog-and-atmosphere)
UDW applying water level to weather particles, sound occlusionUse UDS Water Level in UDW's Water Level category
VariableMeaning
Global Water LevelUniversal minimum water Z (e.g. an ocean)
Water Body ClassesActor classes whose meshes locally affect water level by rendering to a render target. Pre-configured for the Water plugin's Lake/Ocean/River.

If water bodies stream in/out, call Update Water Level Target on UDS to force a refresh.

AmbientSound — Time and Weather Controlled

Actor class at Blueprints/Sound/AmbientSound - Time and Weather Controlled. Child of standard Ambient Sound — auto-adjusts volume by day/night and weather.

Setting (top of Sound category on the actor)Effect
Day / night volume multipliersPer-time-band volume
Snowy / Rainy / No-weather multipliersPer-weather volume
Volume Multiplier Transition TimeHow long the volume change takes when conditions change

For a fuller soundscape with sound occlusion, prefer UDW's Environment Sound system — see ue-udw-particles-lightning-wind-sounds.

On-screen sky controls widget

UDS Onscreen Controls widget in the widget designer palette under Ultra Dynamic Sky Widgets. Drop-in player UI for time/weather.

Exposed settingEffect
Show Time Control, Show Weather Control, etc.Toggle off individual controls (e.g. for a compact time-only widget)
Time / date formatDisplay format
Weather presets availableWhat appears in the weather control

Multiplayer use

For client-side Onscreen Controls driving server-side UDS/UDW state: add the UDS Client Controller component to your player controller class. Onscreen Controls automatically uses it from clients to replicate function calls up to the server.

Modifying UDS blueprints (survives updates)

For changing UDS logic itself: work in a child class rather than editing UDS directly — modifications survive updates.

1. Right-click UDS class in content browser
2. Create Child Blueprint Class
3. Override individual functions (e.g. Current Sun Light Color)

Some classes have empty functions specifically meant for override in children — e.g. Custom Volume Behavior on Weather Override Volume (see ue-udw-spatial-weather).

Gotchas

  • Modifier and time-of-day specific modifier both applied to the same modifier — they conflict. Pick one mechanism.
  • Set Modifier State doesn't appear to work — the modifier wasn't applied first. Set Modifier State adds it automatically; if alpha looks wrong, you may be racing another modifier control call.
  • Config asset loads with missing values — saved with an older UDS version. Re-save with current UDS to fill in new fields.
  • Can't change a UDS variable — configuration override is bound to a config asset. Either remove the override or edit the underlying config.
  • Apply Sky Configuration and Apply Weather Configuration in the wrong order — apply weather first when applying both.
  • Sun Lens Flare confused with engine post-process lens flare — different system. UDS's Lens Flare is filmic and configured per Lens Flare Type in the Lens Flare category. Engine post lens flare is configured per post-process volume.
  • Interior Adjustments fade in/out flickering — occlusion traces are unstable; tune Player Occlusion settings (trace count, update period) or place UDS Occlusion Volumes for stable interiors.
  • Weather sounds quiet at wrong times — sound occlusion using Player Occlusion. Adjust trace behavior in Player Occlusion on UDS. (See ue-udw-particles-lightning-wind-sounds.)
  • Underwater fog or sound not applying — Use UDS Water Level on UDW is off, or Global Water Level is wrong, or per-body Water Body Classes aren't configured.
  • Onscreen Controls don't work for clients in multiplayer — UDS Client Controller component not added to the player controller.
  • Changes to UDS blueprint lost after a plugin update — modifications were made directly to UDS classes. Use child blueprints (see above).

References & source material

Docs (Ultra Dynamic Sky 9.5):

Plugin asset paths:

  • Blueprints/Tools/ — Sky Modifier Editor, Configuration Manager, Configuration Buttons utilities
  • Blueprints/Sky_Modifiers/ — default home for new modifier assets
  • Blueprints/Sound/ — AmbientSound - Time and Weather Controlled actor class
  • Blueprints/Occlusion/ — UDS Occlusion Volume actor; UDS Occlusion Portal component
  • Materials/Material_Instances/Lens_Flares/ — material instances for Custom Lens Flare Parent Instance
  • Ultra Dynamic Sky/ (project or engine content) — default location for Configuration assets
  • Widget designer palette → Ultra Dynamic Sky Widgets — UDS Onscreen Controls

Related skills: ue-uds-setup-and-modes (config override option lives in Basic Controls advanced dropdown), ue-uds-fog-and-atmosphere (Water Level drives Global Volumetric Material underwater extinction), ue-uds-performance-mobile-troubleshooting (Hard Reset Cache, Static Properties functions), ue-udw-setup-and-state (Apply Weather Configuration), ue-udw-particles-lightning-wind-sounds (Sound Occlusion uses Player Occlusion; Environment Sound system).

Frequently asked questions

What does the Ue Uds Modifiers Configs State AI skill do?

Use UDS's higher-level state features — Sky Modifiers (data assets that override sky/post-process properties, time-of-day-triggered modifiers), the Configuration Manager (save/apply complete UDS configs, runtime Apply Sky Configuration, configuration override), Save UDS+UDW state for save games, Sun Lens Flare, Post Process Components driven by time/weather/interior, Interior Adjustments + Player Occlusion (with UDS Occlusion Volume and Portal), Water Level (caustics, underwater fog, Water Body Classes), Ambient Sound — Time and Weather Controlled, and the UDS Onscreen Controls widget (with...

Why use Ue Uds Modifiers Configs State on TypingMind?

Because you install it once and use it with any model. Ue Uds Modifiers Configs State 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 Modifiers Configs State 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-modifiers-configs-state. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Ue Uds Modifiers Configs State?

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 Modifiers Configs State?

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

Is the Ue Uds Modifiers Configs State 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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