Ue Uds Time logo

Ue Uds Time

Community
kevinpbuckley
ue-uds-time

Control Time of Day on Ultra Dynamic Sky — setting/animating time, day/night cycles, the runtime functions (Set Time with Time Code, Set Time of Day with String, Transition Time of Day), the getter functions (Get Time of Day, Get Time Code, Get Date Time, Is It Daytime), and the event dispatchers (Sunrise, Sunset, Midnight, Hourly, Current Hour Changed, Every Minute, Custom Time). Use any time the user asks about time-of-day cycles, day/night transitions, animating time, triggering events at sunrise/sunset/midnight, displaying a clock, setting time programmatically, time speed / Day Length / Night Length, or syncing game events to the in-game time — even if they don't mention UDS in a project that already uses it.

Overview

Publisherkevinpbuckley
Repositoryunreal-engine-skills
Skill nameue-uds-time
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 Time 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-time
  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-time .claude/skills/ue-uds-time
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Ue Uds Time 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 Time 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 Time 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 time of day

UDS has a single canonical time variable, three categories of runtime control (set / animate / transition), four getter functions, and a complete event-dispatcher system for game logic that needs to react to time. For real-world astronomical positioning (lat/long/date), see ue-uds-simulation.

ConcernMechanism
Set the timeTime of Day variable (0–2400 float) or Time of Day String ("3PM", "15:45")
Day/night cycleAnimate Time of Day category: Day Length + Night Length (minutes)
One-off runtime changeSet Time with Time Code, Set Date and Time, Set Time of Day With String
Smooth transition over timeTransition Time of Day(targetValue, duration)
Read the timeGet Time of Day, Get Time Code, Get Date Time, Is It Daytime?
React at specific timesEvent dispatchers: Sunrise/Sunset/Midnight/Hourly/Custom Time
Display the timeBuilt-in clock widgets in the widget designer palette

When to use this skill

  • Setting up a day/night cycle.
  • Triggering game events at sunrise, sunset, midnight, hourly, or arbitrary custom times.
  • Setting time programmatically from gameplay code (instantly or as a transition).
  • Reading the current time in HH/MM/SS form, or just checking "is it day".
  • Putting a clock on screen.
  • Syncing game time across multiplayer.

Setting the time

Time of Day is a float on UDS, 0–2400, in the Basic Controls category. You can also type a string like "3PM" or "15:45" into Time of Day String. Setting Time of Day directly at runtime instantly changes the time.

Animating time (day/night cycle)

In the Animate Time of Day category, enable Animate Time of Day. Then:

SettingUnitMeaning
Day Lengthminutes of real timeBetween sunrise and sunset
Night Lengthminutes of real timeBetween sunset and sunrise

When Simulate Real Sun is enabled (see ue-uds-simulation), Day Length / Night Length are ignored — speed comes from Simulation Speed in the Simulation category (1 = roughly real-time).

Runtime control functions

Get a UDS reference with the shared Get Ultra Dynamic Sky function. Then call:

FunctionWhat it does
Set Time with Time Code(TimeCode)Set time from an hours/minutes/seconds Time Code struct
Set Date and Time(DateTime)Set time using a Date Time struct (incl. simulation date)
Set Time of Day With String(string)Parse 12:34 PM, 18:30, 5AM, etc. See function description for full list.
Transition Time of Day(target, duration)Animate to target over duration seconds

Direct UDS.TimeOfDay = X also works for instant changes.

Sampling the current time

FunctionOutput
Get Time of DayFloat 0–2400
Get Time CodeTime Code struct (h/m/s)
Get Date TimeDate Time struct (h/m/s + simulation date)
Is It Daytime?Boolean — true when the sun is up

Is It Daytime? is the right call when you only need day-vs-night, not the exact time.

Display widgets

Two clock widgets in the widget designer palette under Ultra Dynamic Sky Widgets. Drop into a UMG widget for a quick on-screen clock.

Event dispatchers

Bind events from your blueprints. Pattern:

UDS = GetUltraDynamicSky()
UDS.OnSunrise.AddDynamic(this, &MyActor::OnSunrise)
// Or in Blueprint: Bind to Sunrise → Custom Event
DispatcherWhen it firesOutput
SunriseMinute the sun crosses horizon going up—
SunsetMinute the sun crosses horizon going down—
MidnightTime of Day passes 0/2400—
HourlyEach hour. Fires for every hour skipped over by an instant time change.Current hour (int)
Current Hour ChangedLike Hourly but fires once for the new current hour after an instant skipCurrent hour (int)
Every MinuteEach minuteCurrent minute (int 0–59)
Custom TimeTime of Day crosses any value in the Custom Time Dispatchers float arrayArray index that triggered (int)

Offsetting Sunrise / Sunset

Sunrise Event Offset and Sunset Event Offset in Animate Time of Day shift the trigger minute relative to the actual horizon cross.

Event check frequency

Time Event Dispatcher Check Period (Animate Time of Day) — how often the dispatcher logic checks for triggers. Default: every second whenever Time of Day is actively changing.

Hourly vs Current Hour Changed

If a fast Transition Time of Day skips from 14:00 to 18:00:

DispatcherTimes it firesBest for
Hourly4 times (15, 16, 17, 18)"Tick the clock for each hour passed"
Current Hour Changed1 time (18)"React to the new current time"

Custom Time example

In Animate Time of Day, set Custom Time Dispatchers to [630, 1230, 2200]. Bind to Custom Time. The bound event fires:

IndexAt Time of Day
006:30
112:30
222:00

Use the index in a Switch to branch per scheduled time.

Material functions for time

Search the material palette:

FunctionWhat it does
Day to Night FloatInterpolates between two float inputs based on whether sun is up. Inputs offset horizon threshold and widen/sharpen the transition.
Day to Night ColorSame for colors.

Good for materials that switch (e.g. emissive on at night) without involving a blueprint. For light components that turn on at night (not just materials), use the Light Day/Night Toggle component — see ue-uds-lighting-and-shadows.

Sequencer

To keyframe Time of Day in Sequencer:

  1. Disable Animate Time of Day on UDS (otherwise it overrides your keys).
  2. Keyframe Time of Day directly. Going past 2400 is fine — UDS rolls into the next day.

Many UDS variables are exposed for cinematics, but not all are re-applied dynamically every frame. If a keyframed value doesn't update at runtime, mark it Expose to Cinematics in the UDS blueprint and call the matching Static Properties - <Category> function each frame. (Weather state has its own Sequencer notes — see ue-udw-setup-and-state.)

Multiplayer replication

Time of Day and Date are replicated.

VariableReplication behavior
Replicated Time of DayUpdated periodically; on change, clients sync Time of Day to it
Day Length, Night Length, Time Speed, Simulation SpeedReplicated themselves

Clients tick time locally between resyncs the same way the server does. Brief desync between resyncs is normal; the periodic Replicated Time of Day update realigns them.

Gotchas

  • Time of Day won't change at runtime — the sun is static or stationary mobility. Time-of-day cannot change at runtime with non-movable sun. See ue-uds-lighting-and-shadows.
  • Keyframes in Sequencer have no effect — Animate Time of Day is still on and overriding. Disable it.
  • Sunrise/Sunset firing at the wrong time — Simulate Real Sun is on, which uses real horizon crossing rather than Dusk Time / Dawn Time. (See ue-uds-simulation.) Or there's a Sunrise/Sunset Event Offset configured.
  • Hourly firing many times after Transition Time of Day — that's Hourly's intended behavior (every hour passed). Use Current Hour Changed for "once for the new hour".
  • Custom Time never fires — Custom Time Dispatchers array is empty. Add values.
  • Animation speed feels wrong despite Day Length / Night Length — Simulate Real Sun is enabled and overriding to use Simulation Speed instead.

References & source material

Docs (Ultra Dynamic Sky 9.5):

Plugin asset paths:

  • Blueprints/Utilities/ — Light Day/Night Toggle component (the light-component partner of the material Day to Night functions)
  • Widget designer palette → Ultra Dynamic Sky Widgets category — clock widgets

Related skills: ue-uds-simulation, ue-uds-sun-moon-stars, ue-uds-lighting-and-shadows, ue-uds-cinematics-rendering, ue-udw-setup-and-state.

Frequently asked questions

What does the Ue Uds Time AI skill do?

Control Time of Day on Ultra Dynamic Sky — setting/animating time, day/night cycles, the runtime functions (Set Time with Time Code, Set Time of Day with String, Transition Time of Day), the getter functions (Get Time of Day, Get Time Code, Get Date Time, Is It Daytime), and the event dispatchers (Sunrise, Sunset, Midnight, Hourly, Current Hour Changed, Every Minute, Custom Time). Use any time the user asks about time-of-day cycles, day/night transitions, animating time, triggering events at sunrise/sunset/midnight, displaying a clock, setting time programmatically, time speed / Day Length...

Why use Ue Uds Time on TypingMind?

Because you install it once and use it with any model. Ue Uds Time 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 Time 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-time. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Ue Uds Time?

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 Time?

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

Is the Ue Uds Time 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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