Ue Uds Sun Moon Stars logo

Ue Uds Sun Moon Stars

Community
kevinpbuckley
ue-uds-sun-moon-stars

Control the sun, moon, stars, aurora, sky glow, and space layer (planets/moons/nebula) in Ultra Dynamic Sky. Covers sun/moon path (Yaw, Pitch, Vertical Offset, Moon Orbit Offset), manual positioning with Sun/Moon Target widgets, sun appearance (scale/softness/color/eclipse), moon appearance and phases, Stars (tiling vs 360 starmap), 2D and Volumetric Aurora, Night Sky Glow + Light Pollution, and adding planets/moons/nebula via the Space Layer. Use whenever the user asks about sun/moon position, where the sun rises, manual sun placement, moon phases, stars not appearing, aurora effects, light pollution, or adding visible planets/moons — even phrased generally like "I want a giant moon" or "how do I get aurora borealis".

Overview

Publisherkevinpbuckley
Repositoryunreal-engine-skills
Skill nameue-uds-sun-moon-stars
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 Sun Moon Stars 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-sun-moon-stars
  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-sun-moon-stars .claude/skills/ue-uds-sun-moon-stars
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Ue Uds Sun Moon Stars 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 Sun Moon Stars 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 Sun Moon Stars 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 sun, moon, stars, aurora, space

UDS owns five distinct visual layers above the cloud layer — sun, moon, stars, aurora, and the Space Layer (planets/moons/nebula) — plus a global sky-glow contribution at night. For sun/moon as directional lights, see ue-uds-lighting-and-shadows. For real-world astronomical positioning, see ue-uds-simulation.

ElementCategoryNotes
Sun position/pathSunYaw/Pitch/Vertical Offset; Manually Position takes priority
Sun appearanceSunScale, softness, color, intensity, Solar Eclipse, source angle
Moon position/pathMoonSame axes plus Moon Orbit Offset
Moon appearanceMoonTwo textures (RGB + Phase Normal), Render Moon Phases toggle
StarsStarsTiling stars by default; 360 star map when Simulate Real Stars is on
2D AuroraAuroraSky-material shader; needs Use Auroras + a compatible Sky Mode
Volumetric AuroraSky Mode = Volumetric AuroraFull 3D, camera can fly through; disables clouds
Night Sky GlowSky GlowUniform light to the night sky and clouds (from above)
Light PollutionSky GlowLight to night sky and clouds (from below) — urban glow
Space LayerSpace LayerPlanets/moons/nebula via DBuffer mesh decals

When to use this skill

  • Setting where the sun rises/sets, or how high it goes.
  • Disconnecting sun/moon position from time and placing it freely.
  • Tuning the sun disc (scale, softness, color, eclipse behavior).
  • Working with moon phases or swapping the moon texture.
  • Replacing the stars texture or enabling the 360 star map.
  • Adding aurora — 2D or volumetric.
  • Keeping a night scene from going pitch black without moonlight (sky glow / light pollution).
  • Adding visible planets, moons, or nebula in the sky.

Sun and moon movement

Without Simulate Real Sun/Moon (the simulation overrides these), sun/moon paths come from these per-body settings:

SettingEffect
Yaw (Sun Yaw / Moon Yaw)Yaw of the circular path in degrees (CW). Determines rise/set direction.
Pitch (Sun Pitch / Moon Pitch)Pitches the path so zenith angles away from straight up. 0 = passes directly overhead.
Vertical Offset (Sun / Moon Vertical Offset)Positive/negative shift, raises/lowers regardless of time
Moon Orbit Offset (moon only)Offset in time from the sun. 0 = path is exactly opposite the sun's.

All ignored when simulation is on (see ue-uds-simulation).

Manually positioning the sun / moon

To disconnect the body from time and place it freely:

  1. In the Sun category, enable Manually Position Sun Target (or the moon equivalent in Moon).
  2. In the level viewport with UDS selected, find the blue diamond widget labeled Sun Target or Moon Target.
  3. Move the widget. The body points from the UDS actor toward the widget's position.

The widget drives Sun Target / Moon Target vectors in the advanced dropdown of the Sun/Moon categories. Setting them at runtime moves the body.

Manually Position takes priority over the simulation — it's the highest-priority positioning method.

Sun appearance

Rendered as a radial gradient. Settings in the Sun category:

SettingPurpose
Scale, softness, color, intensityDisc appearance
Sun Source Angle ScaleMultiplier over the calculated source angle. The angle drives shadow softness + specular size.
Solar Eclipse settingsWhat happens when the moon, or a Space Layer object, crosses in front

For the filmic Sun Lens Flare effect (separate from engine post-process lens flare), see ue-uds-modifiers-configs-state.

Moon appearance and phases

Settings in Moon. Two textures:

TexturePurpose
Moon TextureRGB color + alpha of the moon
Moon Phase NormalRGB normal map for shading the lit/unlit sides during phase rendering

To use a non-phased custom moon texture (e.g. a giant alien moon), disable Render Moon Phases.

Moon Phase controls the current phase. The Moon category has an option to change phase over time automatically. With Simulate Real Moon, phase is driven by the simulation.

Stars

Settings in Stars.

Texture variableWhen used
Tiling StarsDefault; simple repeating texture
Real StarsUsed automatically when Simulate Real Stars is on; 360° star map

Both swappable. Also in this category: stars color, intensity, atmospheric twinkling.

Aurora

Two delivery methods sharing colors/movement settings in the Aurora category.

TypeHow to enableMental model
2D AuroraUse Auroras in Aurora category, with a compatible Sky Mode that isn't Volumetric AuroraSky-material shader effect drawn with textures. Settings in Aurora advanced dropdown.
Volumetric AuroraSky Mode = Volumetric AuroraRendered via the volumetric cloud component. Full 3D, camera can fly through. Disables clouds.

Sky Glow

Category: Sky Glow — adds illumination to the night sky independent of moon/sun.

SettingEffect
Night Sky GlowUniform light added to the sky material; subtly lights volumetric clouds from above. Imitates ambient starlight + atmospheric glow. Raise to keep night scenes from going too dark without moonlight.
Light PollutionAdds light to the sky material; softly lights volumetric clouds from below. Imitates urban sky glow.

Space Layer (planets, moons, nebula)

Category: Space Layer. Renders into the sky layer with correct compositing: planets occlude stars, but clouds and aurora obscure them.

Add planets:

  • Manually via the Planets / Moons array.
  • Via Add Planet / Moon Preset for drop-in starting points.
Per-planet settingEffect
ParentWhat the planet moves with: Sun, Moon, or unparented
Relative RotationOrientation relative to the parent
ScaleVisual size
TerminatorThe line between lit and dark sides
Light VectorWhat determines the lit side: sun, moon, or custom vector
GlowDiffuse atmospheric glow around the planet. Brightness rises with how much of the lit side faces camera. Scaled globally by Space Glow Brightness in the Space Layer category.

Unparented planets can be moved manually at runtime via the components in the Space Roots array on UDS.

Nebula

Also in the Space Layer category. Rendered into the sky material the same way as planets/moons. Noise-based with adjustable colors, scale, intensity.

Space Layer requirements (DBuffer Decals)

The Space Layer renders via DBuffer mesh decals sampled in the sky material — that's what allows correct compositing within the sky layers.

RendererProject setting that must be on
DesktopDBuffer Decals
MobileMobile DBuffer Decals

If Space Layer renders nothing, this is almost always the cause.

Runtime / Blueprint scripting

Most positioning/appearance properties are static properties — runtime changes don't apply until you call Static Properties - Sun, Static Properties - Moon, etc. For an instant full refresh, Hard Reset Cache. See ue-uds-performance-mobile-troubleshooting.

Animatable / responsive at runtime without extra calls:

  • Time of Day (drives sun/moon position normally)
  • Sun Target, Moon Target (when Manually Position is on)
  • Moon Phase
  • Active colors/intensities that vary with time (cache handles automatically)

For materials that need to know which body is currently the dominant light source: Active Sun or Moon Vector material function — outputs a unit vector pointing toward whichever body is up (sun by day, moon by night), plus a 0–1 mask that drops to 0 at the swap moment (multiply effects by it to hide pop artifacts).

Gotchas

  • Planets/moons/nebula not rendering — DBuffer Decals (or Mobile DBuffer Decals) project setting is off, or the platform doesn't support DBuffer mesh decals.
  • Stars look pixelated and tiled — that's the default Tiling Stars texture. Enable Simulate Real Stars for the 360 star map. (Or swap Tiling Stars for a higher-res texture.)
  • Sun/moon position settings ignored — Simulate Real Sun/Moon is on, which overrides them. Or Manually Position Sun/Moon Target is on, which overrides everything.
  • Moon phase wrong / not changing — Simulate Real Moon is on, which controls phase from the simulated date.
  • Aurora not visible in a mode that should support it — Use Auroras is off in the Aurora category, or the Sky Mode is Volumetric Aurora (which disables 2D aurora drawing).
  • Volumetric clouds invisible after switching to Volumetric Aurora — expected; Volumetric Aurora disables clouds. Pick another mode if you need both (no UDS mode renders both volumetrically).
  • Setting Sun Scale at runtime has no visible effect — Sun Scale is a static property; call Static Properties - Sun.

References & source material

Docs (Ultra Dynamic Sky 9.5):

Plugin asset paths:

  • Component list on the UDS actor: Sun, Moon, Sky Light light components
  • Space Roots array on UDS — components that hold unparented Space Layer items at runtime

Related skills: ue-uds-simulation, ue-uds-setup-and-modes, ue-uds-time, ue-uds-lighting-and-shadows, ue-uds-modifiers-configs-state.

Frequently asked questions

What does the Ue Uds Sun Moon Stars AI skill do?

Control the sun, moon, stars, aurora, sky glow, and space layer (planets/moons/nebula) in Ultra Dynamic Sky. Covers sun/moon path (Yaw, Pitch, Vertical Offset, Moon Orbit Offset), manual positioning with Sun/Moon Target widgets, sun appearance (scale/softness/color/eclipse), moon appearance and phases, Stars (tiling vs 360 starmap), 2D and Volumetric Aurora, Night Sky Glow + Light Pollution, and adding planets/moons/nebula via the Space Layer. Use whenever the user asks about sun/moon position, where the sun rises, manual sun placement, moon phases, stars not appearing, aurora effects, ligh...

Why use Ue Uds Sun Moon Stars on TypingMind?

Because you install it once and use it with any model. Ue Uds Sun Moon Stars 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 Sun Moon Stars 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-sun-moon-stars. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Ue Uds Sun Moon Stars?

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 Sun Moon Stars?

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

Is the Ue Uds Sun Moon Stars 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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