Ue Uds Performance Mobile Troubleshooting logo

Ue Uds Performance Mobile Troubleshooting

Community
kevinpbuckley
ue-uds-performance-mobile-troubleshooting

Tune Ultra Dynamic Sky for performance, configure for mobile/consoles, update UDS safely, modify it via child blueprints, and resolve common runtime issues. Covers Sky Mode perf impact, Volumetric Cloud Rendering Mode, sample scales, Two Layers, Sky Light Mode tradeoffs, Volumetric Fog scalability, Half Rate Tick, Use Sky Mode Scalability Map, Lights Update settings, the Mobile category + Platform Feature Levels map, updating UDS from the Fab launcher (default vs custom location), Static Properties functions, Hard Reset Cache, Max Property Cache Period, and fixes for black scene, ambient light not updating, slow Lumen GI adaptation, runtime property changes that take a second or don't apply, hard cloud/mesh intersections, blurry/streaky/dark clouds, hard fog lines, sky flickering black, low-quality volumetric fog, and missing Space Layer.

Overview

Publisherkevinpbuckley
Repositoryunreal-engine-skills
Skill nameue-uds-performance-mobile-troubleshooting
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 Performance Mobile Troubleshooting 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-performance-mobile-troubleshooting
  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-performance-mobile-troubleshooting .claude/skills/ue-uds-performance-mobile-troubleshooting
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Ue Uds Performance Mobile Troubleshooting 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 Performance Mobile Troubleshooting 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 Performance Mobile Troubleshooting 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 performance, mobile, updates, and troubleshooting

This skill covers GPU/CPU performance levers, mobile configuration, the update workflow, modifying UDS safely, the runtime cache system, and the bulk of common runtime issues. For SKILL.md size reasons the deepest troubleshooting tables live here (intentionally consolidated rather than scattered across the other skills).

ConcernWhere to look
Cut GPU cost of clouds/skyPerformance levers table below
Cut CPU cost of UDS tickHalf Rate Tick + Lights Update
Ship to mobileFeature Level + Mobile category + Platform Feature Levels map
Apply a runtime variable changeCache system section (Static Properties / Hard Reset Cache)
Black scene / ambient broken / weird renderingCommon Issues section
Update UDSUpdating UDS section
Modify UDS without losing on updateChild blueprints (see ue-uds-modifiers-configs-state)

When to use this skill

  • Frame rate is bad and you want to know what's costing the most.
  • Building for mobile or a console with limited feature support.
  • A UDS runtime variable change is delayed or has no effect.
  • Updating the UDS plugin from the launcher.
  • Something is rendering wrong (black, dark, hard lines, flickering, missing).
  • Diagnosing single-layer water lighting wrong under clouds.

Performance — most impactful levers

Focused on UDS-specific features. General engine perf concerns (dynamic shadows, GI, etc.) apply the same way with or without UDS.

Sky Mode (largest GPU lever)

From most expensive to cheapest:

ModeCost
Volumetric CloudsHeaviest
2D Dynamic CloudsSignificantly cheaper
Static CloudsCheaper still
No CloudsMinimal
SpaceAlso minimal (no clouds, no atmosphere)

Color Mode

ModeCost note
Sky AtmosphereCostlier sky material
Simplified ColorCheaper (skips Sky Atmosphere, simpler sky logic)

Project Mode

ModeCost note
Game / Real-timeRequired for any real-time perf project
Cinematic / OfflineApplies quality settings at runtime that wreck perf — only for offline rendering

Volumetric Clouds perf

LeverEffect
Volumetric Cloud Rendering Mode (use Performance variants)Significant
View Sample Scale (lower)Cheaper, noisier
Shadow Sample Scale (lower)Cheaper, noisier shadows
Max High Frequency Noise Levels (lower)Cheaper when close to clouds; cost scales with High Frequency Noise Distance Scale
Two Layers (off)Big saving — Two Layers needs much higher sample count + more complex material

2D Dynamic Clouds perf

LeverEffect
One Cloud Layer (on)Reduces sky shader cost. Already on at Low material quality.

Sky Light perf

LeverEffect
Sky Light Mode = Capture BasedHas real-time sky light capture cost
Sky Light Mode = Cubemap with Dynamic Color TintingEliminates capture cost while keeping ambient light dynamic; works on all platforms

Volumetric Fog perf

FactDetail
Very significant rendering costVolumetric Fog is the heavy hitter
Scalability lives in Shadow Quality groupUDS doesn't override scalability cvars
Default scalability Low + Medium disables volumetric fog entirelyMany players won't see it on default settings
Global Volumetric Material adds cost on topEnable only if needed

CPU / tick perf

SettingEffect
Half Rate Tick (in Scalability/Performance) — onUDS/UDW tick every other frame above the framerate threshold (default 45 fps). Recommended on.
Lower framerate threshold to 30Tick optimization applies at 30+. Fast lighting changes then update at 15 fps and look stuttery.
Use Sky Mode Scalability Map (in Scalability/Performance)Switch Sky Mode at launch based on current Effects Quality scalability. E.g. Medium+ → Volumetric, Low → Static.
Lights Update settings (in Directional Light)Limit how often the lights update rotation. Reduces cached directional shadow update frequency.

Material quality

Almost all UDS materials respond to global material quality. At Low/Medium material quality, complexity drops automatically.

Static / stationary lighting

Movable is the default, but static / stationary is always cheaper if it fits the project. See ue-uds-lighting-and-shadows for setup.

Mobile

StepSettingEffect
1Feature Level in Basic Controls = MobileCritical. Without this, the blueprint tries to activate desktop-only features on the mobile renderer → visual bugs or wrong rendering.
2Mobile categoryDefines what Feature Level Mobile does (the replacement modes used for incompatible Sky Modes)
3Platform Feature Levels map (in Mobile category)Set Feature Level based on Platform Name at startup — useful when shipping across multiple feature levels

Mobile Space Layer

Project setting Mobile DBuffer Decals must be enabled and supported by the platform for the Space Layer to render on mobile.

Runtime cache system (why property changes behave strangely)

UDS's runtime updates are split into three functions:

FunctionCadenceApplies
Update Active VariablesFrequentProperties expected to change at runtime (time/weather-driven)
Cache PropertiesLess oftenSpreads expensive calculation across frames; values lerp between cache updates
Update Static VariablesAt startupProperties not expected to change at runtime (texture swaps, mobility, etc.)

"Changing a property at runtime takes a second to apply"

Active properties (e.g. Sun Light Color) typically take 1–2 seconds because the cache is updating infrequently and interpolating between values.

FixEffect
Hard Reset Cache()Instant complete refresh
Lower Max Property Cache Period in Scalability/PerformanceCache updates more often globally

"Changing a property at runtime has no effect"

These are static properties — applied at startup, not re-applied actively.

FixPattern
Static Properties - <Category>()Set the variable, then call the matching function. e.g. for Sun Softness → Static Properties - Sun.
Hard Reset Cache()As a heavy fallback that refreshes everything

Updating UDS

Updates can install without losing your work. Always back up or use version control before updating so you can roll back.

FactConsequence
Updates overwrite assetsDirect modifications to UDS assets (e.g. editing the UDS blueprint) will be lost
Configuration assets, Sky Modifiers you created surviveThey aren't overwritten by the update
Fab plugin cannot be used to update an asset pack already in your projectUse the Epic launcher

If UDS is in its default location (Content/UltraDynamicSky/)

1. Close your project
2. Launcher → Fab library → Library tab → find UDS
3. Add to Project → allow overwrite

If the launcher won't add or doesn't grab the latest version:
   Remove Local Content on UDS → try again

If UDS has been moved from its default location

More involved — you'll have to do the move in another project and copy it over.

1. In your target project: right-click UltraDynamicSky folder
   → Update Redirector References (ensures no redirector reliance)
   Close target project.

2. From the launcher: add UDS to a blank project in the same engine version.

3. Open the blank project → open UDS demo map → let shaders compile.
   With the demo map open, move the UltraDynamicSky folder to the
   exact directory matching its location in the target project.
   Wait for the move; right-click the entire Content folder
   → Update Redirector References.

4. Close + open the UDS demo map in the blank project to verify
   nothing broke. If clouds aren't visible, run console command:
       Recompileshaders All
   (engine bug after asset moves)

5. Close both projects. From a file explorer, copy the
   UltraDynamicSky folder from the blank project over the one
   in the target project (overwriting).

6. Open the target project. Update is applied.

After the update, read the change log (linked from the docs home page) for any project work needed.

Modifying UDS (survives updates)

Work in a child class rather than editing UDS directly. See ue-uds-modifiers-configs-state for the full pattern.

Common Issues — lighting & post processing

Scene renders black after adding UDS

Almost certainly exposure. Try in order:

1. Check level for post process volumes overriding exposure
   → disable the overrides so UDS can control exposure
2. Viewport Lit dropdown → check Game Settings for exposure
3. On UDS → Exposure category → disable Apply Exposure Settings

Ambient light doesn't update as time changes

Sky light isn't updating. Causes:

CauseFix
Platform doesn't support real-time sky light captureSwitch Sky Light Mode to Cubemap with Dynamic Color Tinting (works everywhere, dynamic)
Static light leftover from baked solution is bright at nightRun a lighting build to clear lightmaps

Ambient light slow to adapt after 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.

Water/ocean shader lit incorrectly in cloudy weather

Single-layer water tests directional light intensity/color without light functions.

FixWhere
Enable Single Layer Water Uses Light Function AtlasProject Settings. UDS cloud shadows support the atlas.
Enable Correct Specular Scale For Low Angle Cloud ShadowsCloud Shadows category on UDS — fixes sun reflection near sunset/sunrise not matching cloud coverage

Common Issues — volumetric clouds

SymptomCause / Fix
Hard mesh intersectionsDefault mode is best for background clouds. Switch Volumetric Cloud Rendering Mode to a mode that prioritizes Mesh Intersections.
Translucent materials render in front of cloudsOn the translucent material → Translucency settings → enable Apply Fogging and Apply Cloud Fogging. For some meshes also enable Compute Fog Per Pixel.
Artifacts inside/above the layer (banding, noise)Raise View Sample Count Scale (costs perf), lower Tracing Max Distance (two settings inside/outside), adjust Close View Sample Ratio
Blurry/streaky when moving fast (e.g. time-lapse)Default mode resolves with a long history trail. Switch to any other Volumetric Cloud Rendering Mode.
Look dark/grayIf using Custom Sun/Moon Light Actor: copy Cloud Scattered Luminance Scale from UDS's directional light component to your actor. Otherwise: leftover directional light in the level.

Common Issues — general rendering

SymptomCause / Fix
Hard line of fog/atmosphere at a specific camera distanceSky atmosphere positioned wrong. Place UDS at ground level; camera should never be significantly below it.
Sky color flickers black when moving the cameraEngine bug — camera dipped below sky atmosphere "ground". Select the Sky Atmosphere component on UDS (top of components list) and move it down below the lowest point the camera can reach.
Volumetric fog pixelated/low qualityScalability — UDS doesn't override. Volumetric fog scalability cvars are in Shadow Quality group.
Volumetric fog completely missingEngine default Low/Medium scalability disables it entirely. Check scalability.
Space Layer not renderingProject setting DBuffer Decals (or Mobile DBuffer Decals) is off, or platform doesn't support DBuffer mesh decals

Multiplayer notes (perf-relevant)

Time of Day and Date replicate via Replicated Time of Day periodic syncs. Clients tick time locally between updates so the wire traffic is minimal. Weather state in UDW replicates similarly via state-source asset references rather than direct state values (see ue-udw-setup-and-state replication notes).

References & source material

Docs (Ultra Dynamic Sky 9.5):

Related skills: ue-uds-setup-and-modes (Sky / Color / Project / Feature Mode selection — the biggest perf decisions), ue-uds-clouds (full cloud settings; cloud rendering troubleshooting), ue-uds-lighting-and-shadows (Sky Light Mode tradeoffs; static lighting; exposure), ue-uds-fog-and-atmosphere (Volumetric Fog cost; hard fog lines; sky atmosphere position), ue-uds-modifiers-configs-state (child blueprints for modifying UDS), ue-udw-spatial-weather (child class pattern for Weather Override Volume).

Frequently asked questions

What does the Ue Uds Performance Mobile Troubleshooting AI skill do?

Tune Ultra Dynamic Sky for performance, configure for mobile/consoles, update UDS safely, modify it via child blueprints, and resolve common runtime issues. Covers Sky Mode perf impact, Volumetric Cloud Rendering Mode, sample scales, Two Layers, Sky Light Mode tradeoffs, Volumetric Fog scalability, Half Rate Tick, Use Sky Mode Scalability Map, Lights Update settings, the Mobile category + Platform Feature Levels map, updating UDS from the Fab launcher (default vs custom location), Static Properties functions, Hard Reset Cache, Max Property Cache Period, and fixes for black scene, ambient li...

Why use Ue Uds Performance Mobile Troubleshooting on TypingMind?

Because you install it once and use it with any model. Ue Uds Performance Mobile Troubleshooting 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 Performance Mobile Troubleshooting 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-performance-mobile-troubleshooting. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Ue Uds Performance Mobile Troubleshooting?

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 Performance Mobile Troubleshooting?

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

Is the Ue Uds Performance Mobile Troubleshooting 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.

View all

Set up your own AI workspace now

Get notified about new features and future giveaways by subscribing to our newsletter 👇