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Ue Udw Material And Screen Effects

Community
kevinpbuckley
ue-udw-material-and-screen-effects

Add weather-responsive material effects and screen-space effects with Ultra Dynamic Weather — Surface Weather Effects (wetness/snow/dust/dripping/droplets), Dynamic Landscape Weather Effects V3 (DLWE) with the DLWE Interaction component for trails/ripples, Glass Window Rain Drips, Foliage Wind Movement, Water Surface Rain Ripples, the Sample UDW Material State / Season / Wind nodes, plus screen/environmental effects — Rainbow, Screen Droplets, Screen Frost, Heat Distortion, Post Process Wind Fog, Puddle Fluid Volume (with fluid interactions), Dripping Mesh Particles, Freezing Breath, Rain Drip Spline (with icicles), and the Weather Occlusion Volume. Use any time the user asks about materials responding to weather, footprints/tracks in snow, puddles, rain on windows, foliage sway, rain ripples on water, rainbow, screen droplets/frost, heat haze, breath in cold weather, or water dripping from a roof edge.

Overview

Publisherkevinpbuckley
Repositoryunreal-engine-skills
Skill nameue-udw-material-and-screen-effects
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 Udw Material And Screen Effects 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-weather/ue-udw-material-and-screen-effects
  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-weather/ue-udw-material-and-screen-effects .claude/skills/ue-udw-material-and-screen-effects
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Ue Udw Material And Screen Effects 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 Udw Material And Screen Effects 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 Udw Material And Screen Effects 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.

UDW material and screen effects

Everything UDW renders into materials (per-object) and the camera (screen/post) in response to weather, plus helper actors/components for placing the effects.

EffectTypeDriven by
Surface Weather EffectsMaterial functionMaterial wetness / snow / dust
Dynamic Landscape Weather Effects V3 (DLWE)Material functionMaterial wetness / snow / dust + DLWE Interaction component
Glass Window Rain DripsMaterial functionRain
Foliage Wind MovementMaterial function (WPO)Wind
Water Surface Rain RipplesMaterial functionRain
RainbowMaterial in sky / screenRain + fog + sun exposure
Screen DropletsScreen effectRain + camera facing
Screen FrostScreen effectSnow / material snow / manual
Heat DistortionPost processTemperature (or manual)
Post Process Wind FogPost processFog / Rain / Snow / Dust + wind
Puddle Fluid VolumeActor (real water mesh)Weather state
Dripping Mesh ParticlesNiagara on meshRain / material wetness
Freezing BreathNiagara on actorCold temperature
Rain Drip SplineSpline actorRain (+ optional icicles in cold)
Weather Occlusion VolumeVolume textureDistance field

When to use this skill

  • Making props or scenery materials respond to weather (wet, snowy, dusty).
  • Adding footprints/tire tracks in snow or sand (landscape).
  • Adding puddles to a landscape; a real water puddle in a recess.
  • Rain drops dripping on glass windows.
  • Foliage swaying in the wind.
  • Rain ripples on water surfaces.
  • Rainbow after a storm.
  • Camera effects (droplets on the lens, frost, heat haze).
  • Character breath visible in cold weather.
  • Water dripping from a roof edge, or icicles hanging.

Material Effects Overview

UDW exposes material functions that make your materials respond to weather's changing material state:

FunctionUse for
Surface Weather EffectsSolid surfaces (props, architecture) — not landscapes
Dynamic Landscape Weather Effects V3 (DLWE)Landscapes / ground meshes; supports interactive trails and ripples
Glass Window Rain DripsFlat translucent glass
Foliage Wind MovementFoliage models (WPO)
Water Surface Rain RipplesWater surface normal

Simulate Changing Material State Over Time

In the Material Effects category on UDW.

SettingBehavior at runtime
Enabled (default)Runtime material state changes gradually as weather changes (snow gradually accumulates while it snows)
DisabledRuntime material state matches weather state directly. Changing Snow → Partly Cloudy makes Material Snow Coverage drop to 0 instantly. Required for Sequencer keyframes to play back identically.

The time over which each transition happens (per weather type) is set in the same category.

Surface Weather Effects

For solid scenery: props, architecture, decorations.

Setup

1. Material palette → search "Weather" → Surface Weather Effects
2. Place at end of material graph, before material result
3. Uses Material Attributes pin (in + out)
   If your material doesn't use one, wrap with Make/Break Material Attributes
4. Static Bool nodes for "Apply Wetness" + "Apply Snow / Dust"
   Disabling unused effects reduces material complexity
5. Default UVs are world space (good for static scenery)
   For moving / skeletal: plug True into "Local Space" or "For Skeletal Mesh"

Dripping and Droplets

Optional effects on wet surfaces, enabled via True into the Dripping and Droplets inputs.

EffectLook
DrippingRivulets of water moving down where wet
DropletsSmall water beads clinging to a smooth surface

Both influenced by Porosity (0–1):

PorositySurface example
0Car paint, plastic (smooth)
1Concrete, sand (rough)
(unwired)Derived from material roughness

Snow/Dust direction on rotating models

With Local Space or For Skeletal Mesh on, snow/dust uses the local normal — so it rotates with the model (snow on the side of a tipped-over object).

Fix: add the Material Snow Dust Reorient component as a child of the mesh. On begin play, add the dynamic material instance(s) using weather effects to the component's Dynamic Material Instances array. The component monitors rotation and slowly reorients snow/dust to face global up.

Dynamic Landscape Weather Effects V3 (DLWE)

For landscapes and large ground meshes. More involved than Surface Weather Effects. Example in the UDS demo map.

Setup

1. Material palette → search "Weather" → Dynamic Landscape Weather Effects V3
2. End of material graph, before material result
3. Uses material attributes pin (in + out) — same wrap pattern if needed
4. Static bools for "Apply Snow/Dust" + "Apply Wetness/Puddles"

Interactions (Trails and Ripples)

Moving actors can leave trails in snow/dust and ripples in puddles via the DLWE Interaction component.

Add as a scene component, parented to any moving component on an actor, or to a bone. e.g. character footprints in snow → one DLWE Interaction component per foot, parented to each foot socket.

SettingEffect
SizeHow far interaction effects spread and how big the effects are. Match the diameter of the object it represents.
DLWE Interaction Settings assetThe full interaction configuration the component references. Use the default or create your own.

Render Target Area

Snow/dust trail interactions only happen within a render target area around the player. Scale: Snow/Dust Interaction Render Target Area on UDW.

The target dynamically recenters as the player pawn moves. To recenter from a different location, change Control Point Location Source in Basic Controls on UDW.

Nanite Tessellation

DLWE supports nanite tessellation for snow/dust depth on nanite landscapes.

1. Project Settings: enable Nanite Tessellation
2. Material: check "Enable Tessellation"
3. Landscape actor: enable Nanite + build nanite mesh
4. DLWE node: plug True into "For Nanite Tessellation"
5. Set "Nanite Tessellation Magnitude" + "Nanite Tessellation Center"
   to match the material's tessellation settings.
   New landscape material with no existing displacement: Magnitude=1, Center=0
6. If you have existing displacement: plug False into
   "Displacement Input is World Scale" to keep DLWE from modifying it

Blocking interaction effects with physical materials

Arrays on UDW, advanced dropdown of DLWE category:

ArrayEffect
Physical Materials Which Disable Snow/Dust Sounds And ParticlesPhys mats in this array block snow/dust interaction effects
Physical Materials Which Disable Puddle Sounds And ParticlesSame for puddles

Using DLWE on non-landscape meshes

To make Interaction components respond to surfaces other than landscape actors:

  • Add physical materials for those surfaces to Physical Materials which Enable DLWE Interactions on Non-Landscapes in the DLWE Interaction Settings asset.
  • Ensure static meshes use those phys mats.

Virtual Shadow Maps

Set the landscape's Shadow Cache Invalidation Behavior to Rigid — keeps the WPO and Pixel Depth Offset used for snow depth from constantly invalidating shadows.

Applying trail effect to underlying landscape layers

For other landscape layers (mud, sand) to also receive the snow/dust trail effect:

1. In material: give DLWE a "Custom Trail Surface Mask" input
   (0-1, typically from landscape layer samples)
2. In DLWE Interaction Settings asset:
   Add the relevant phys materials to
   "Custom Trail Surface Physical Materials"
   → component draws trails against those phys mats
     even with no snow/dust coverage present

Custom surface depth ranges from 0 to snow depth, scaled by the Custom Trail Surface Mask. Nanite tessellation gives the most convincing result.

DLWE Interactions Not Happening

  • Landscape needs World Static simple collision responding to queries and blocking Visibility. (Non-landscapes: see above.)
  • DLWE Interaction component positioned and sized to trigger interactions.
  • Control Point Location Source in advanced dropdown of Basic Controls — DLWE interactions happen around this point. Far camera = no visible effects.

Glass Window Rain Drips

Refractive water droplets dripping down thin glass surfaces. Translucent materials only.

Setup

1. Material palette → search "Weather" → Glass Window Rain Drips
2. Modifies Base Color + Opacity
   Outputs Base Color, Emissive Color, Opacity
   Use all three outputs for material result
3. UVs default to world space
   For moving surfaces, replace via the UVs input

Foliage Wind Movement

Outputs world position offset for noise-based foliage movement based on UDW's wind. Foliage-focused.

If your foliage already has wind setup, it may be simpler to modify those effects to reference UDW's wind via the Sample UDW Wind node instead.

Movement layers

LayerFrequencyUse for
Small MovementHighLeaves, grass blades, branch tips
Medium MovementMiddleWhole branches
Large MovementLowEntire mesh swaying with gusts

All three on by default. Individually disable via Apply inputs.

Masking

Each layer has a 0–1 mask input multiplied over its strength. Foliage models typically have vertex color channels for masking — inspect the model's vertex colors to know which channel does what.

Small Movement requires a mask input. Medium and Large auto-generate a simple mask if none is supplied (using position relative to the pivot); model-aware vertex masks are always better.

For foliage master materials, expose movement inputs as parameters for per-instance tuning.

Water Surface Rain Ripples

Adds ripples to water surface normal based on rain amount.

Setup

1. Material palette → search "Weather" → Water Surface Rain Ripples
2. End of material graph, before result
3. Only modifies normal —
   plug in your material's normal, plug output's normal into result
4. Two additional inputs: scale the ripple texture, adjust intensity on normal

Controlling Your Own Material Effects with UDW

For custom material logic to react to UDW:

Material nodeOutput
Sample UDW Material StateMaterial snow coverage, material dust coverage, material wetness. Also applies WOV + Weather Mask effects (like the weather effect functions do by default).
Sample UDW Season0–1 per season (total = 1)
Sample UDW WindDirection + intensity values/vectors

Or reference the shared MPC Ultra Dynamic Weather Parameters at Materials/Weather/ directly.

Rainbow

Enable in Rainbow category on UDW.

Condition for visibilityDetail
Rain or fog contributingAmount each contributes is set in Rainbow settings
Camera directly exposed to sunlightAffected by cloud coverage; under overcast → no rainbow
Sun low enough for rainbow above horizon, OR camera high enough to see it from aboveGeometric constraint

Settings: rainbow visibility above cloud layer and below water level (if water level on).

Screen Droplets

Water droplets on the screen when the camera is exposed to rain. Enable in Screen Droplets category.

SettingEffect
Droplet texture sizeVisual scale
Effect strengthIntensity
Camera-facing dependencyHow much the effect depends on facing the rain
Underwater behavior (automatic with UDS Water Level)Turns off underwater; reapplies wet effect on resurface

Screen Frost

Frost/ice forming on the camera in snowy weather. Settings in Screen Frost category.

TriggerDetail
Snow valueWeather state
Material snowMaterial state
Manual contributionManually drive frost independent of weather
Form Duration / Clear DurationTime to form/clear
Interior masking (default)No frost when player is occluded (driven by Player Occlusion on UDS)

Heat Distortion

Post process effect distorting distant scenery with a shimmering/convection noise — heat haze. Category: Heat Distortion.

ModeSource
DefaultCalculated temperature value (see ue-udw-random-seasons-temperature)
Manual Heat DistortionAdd distortion independent of temperature

Post Process Wind Fog

Extra fog noise in the local area around the camera, moving with wind and weather particles. Post process effect — much cheaper than the equivalent volumetric fog effects.

Intensity scales with fog / rain / snow / dust in current weather state.

Masking in interiors:

Mask sourceDetail
Weather Occlusion Volume (default, best)Volume texture caching weather exposure around the camera via global distance field
Player OcclusionAlternative

Puddle Fluid Volume

Renders a puddle as an actual water surface that moves up/down as the puddle fills/empties with weather. Use when there's a real geometric recess for water to fill.

In Blueprints/Weather_Effects/.

Optional Puddle Fluid Interactions renders the puddle as a dense grid mesh simulating natural ripples from DLWE Interaction components contacting the surface. Cost scales significantly with size — keep small.

Placement notes:

DetailReason
Editor preview state comes from currently selected weather on UDWOverride via Level Editor Preview State
Place so the puddle is fully hidden under ground when dryMesh visible in editor when dry (helps placement); hidden at runtime when dry
Scale via Puddle Area or actor scaling; only Z-axis rotation supportedGeometry constraint
Translucent water surface by defaultEnable High Quality Translucency Reflections in project settings for good Lumen reflections

Categories: Puddle State (when/how filled/emptied), Fluid Interactions (DLWE interaction behavior toggles).

Dripping Mesh Particles

Niagara systems that make a mesh spawn drip particles on its surface in response to rain / material wetness. In Particles/Standalone/.

Mesh typeSystemSetup
Static meshDripping Static MeshAdd Niagara component as a child of the static mesh component
Skeletal meshDripping Skeletal MeshSame with skeletal mesh component

User parameters scale lifetime, max spawn rate, and the spawn rate fraction used when raining/wet/independent.

Drip appearance (sprite size, color, alpha) comes from UDW's rain particle settings.

If the actor has an Actor Weather Status component, the actor's local status drives the drip amount instead of global weather state. See ue-udw-setup-and-state.

Freezing Breath

Niagara system for visible character breath in cold air. Asset: Freezing Breath at Particles/Standalone/.

1. Add a Niagara component using Freezing Breath to your actor
2. Position + parent it in front of the mouth
3. Rotate so X axis points in direction of exhale
StateBehavior
DefaultVisible in freezing temperatures (UDW's calculated local temperature)
With Actor Weather Status componentUses actor-local temperature instead

Rain Drip Spline

Actor in Blueprints/Weather_Effects/ for spawning rain droplets along a line/curve — e.g. dripping from a building roof edge.

Drag in → small straight line. Edit the spline (move/rotate points; right-click to add) for length/shape.

Particle collision/appearance use UDW's rain particle settings.

Optional icicle meshes hanging from the spline render in cold weather — for icicles on a roof edge.

Icicles

For icicles hanging from mesh edges, see Rain Drip Spline above — the optional icicle feature along its spline.

Weather Occlusion Volume

Volume texture caching how occluded each point around the camera is from weather/wind. Built by sampling the global distance field — requires distance fields enabled and supported.

Used by Post Process Wind Fog to mask intensity in spaces blocked by scenery.

Water Level effects (UDW side)

The Use UDS Water Level option in UDW's Water Level category enables UDS water level for several UDW features. Actual water level config is on UDS — see ue-uds-modifiers-configs-state.

What UDS water level affects on UDW:

  • Weather particles kept out of below-water space
  • Sound Occlusion fully occludes when camera goes below water
  • Screen Droplets auto-off underwater; screen wet effect on resurface
  • Rainbow masked beneath water level (when its option is on)
  • Surface Weather Effects + DLWE functions have inputs to mask coverage below water

Current Weather Display widget

UDW_Current_Weather_Display widget (widget designer → Ultra Dynamic Sky Widgets). Represents current weather as an icon by default, sourced via Get Display Name for Current Weather. Exposed settings switch to text display or read the current weather preset asset.

Gotchas

  • Material doesn't respond to weather — function isn't placed at the end of the material graph (before material result), or wrong Material Attributes wrap pattern.
  • Snow on a moving object goes the wrong direction — Local Space / For Skeletal Mesh is on (correctly), but the Material Snow Dust Reorient component isn't added. Add it as a child of the mesh and register the dynamic material instance.
  • DLWE trails don't appear — landscape needs World Static simple collision blocking Visibility (queries enabled). Or DLWE Interaction component is too small. Or Control Point Location Source is far from camera.
  • DLWE on a non-landscape mesh ignored — phys material missing from the Physical Materials which Enable DLWE Interactions on Non-Landscapes array.
  • Snow depth invalidates virtual shadow maps every frame — set landscape's Shadow Cache Invalidation Behavior to Rigid.
  • Glass Window Rain Drips wrong on a moving glass surface — UVs default to world space. Replace via the UVs input.
  • Foliage Wind Movement: Small Movement does nothing — Small Movement requires a mask input. Plug one in.
  • Rainbow never appears — cloud coverage is too high (camera not exposed to sunlight); or sun too high; or neither rain nor fog is contributing.
  • Screen Frost appearing indoors — Player Occlusion isn't detecting the interior. See ue-uds-modifiers-configs-state.
  • Heat Distortion always at max — calculated temperature is hot, OR Manual Heat Distortion is also driving it. Disable manual contribution.
  • Puddle Fluid Volume mesh visible at runtime in dry state — that's a bug only in the editor; at runtime the dry mesh is hidden. If it's visible at runtime, the puddle isn't fully under ground — place it lower.
  • Puddle Fluid Interactions performance terrible — fluid interaction simulation cost scales with puddle area. Keep to small puddles.
  • Freezing Breath always visible — Actor Weather Status component overriding to its local temperature (warmer than ambient). Tune the actor temperature inputs.
  • Dripping Mesh Particles ignoring weather — has an Actor Weather Status component on the actor; drip uses actor-local status instead of global state. Intended behavior.
  • Custom material with Sample UDW Material State ignoring WOV / Weather Mask — Sample UDW Material State already applies those by default. If you're not using it, you're not getting WOV/mask effects.

References & source material

Docs (Ultra Dynamic Weather 9.5):

Plugin asset paths:

  • Particles/Standalone/ — Freezing Breath, Dripping Static Mesh, Dripping Skeletal Mesh niagara systems
  • Blueprints/Weather_Effects/ — Puddle Fluid Volume actor, Rain Drip Spline actor
  • Blueprints/Weather_Effects/System/ — Material State Manager class
  • Materials/Weather/ — Ultra Dynamic Weather Parameters MPC
  • Material Snow Dust Reorient component (for moving models)
  • Widget designer palette → Ultra Dynamic Sky Widgets → UDW_Current_Weather_Display

Related skills: ue-udw-setup-and-state (weather/material state drives everything; Actor Weather Status for per-actor effects), ue-udw-random-seasons-temperature (temperature drives Freezing Breath, Heat Distortion, icicles), ue-udw-spatial-weather (Weather Mask system masks material effects), ue-udw-particles-lightning-wind-sounds (Foliage Wind references UDW wind state), ue-uds-modifiers-configs-state (UDS Water Level config; Player Occlusion drives Screen Frost interior masking), ue-uds-fog-and-atmosphere (Global Volumetric Material is the volumetric counterpart of Post Process Wind Fog).

Frequently asked questions

What does the Ue Udw Material And Screen Effects AI skill do?

Add weather-responsive material effects and screen-space effects with Ultra Dynamic Weather — Surface Weather Effects (wetness/snow/dust/dripping/droplets), Dynamic Landscape Weather Effects V3 (DLWE) with the DLWE Interaction component for trails/ripples, Glass Window Rain Drips, Foliage Wind Movement, Water Surface Rain Ripples, the Sample UDW Material State / Season / Wind nodes, plus screen/environmental effects — Rainbow, Screen Droplets, Screen Frost, Heat Distortion, Post Process Wind Fog, Puddle Fluid Volume (with fluid interactions), Dripping Mesh Particles, Freezing Breath, Rain D...

Why use Ue Udw Material And Screen Effects on TypingMind?

Because you install it once and use it with any model. Ue Udw Material And Screen Effects 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 Udw Material And Screen Effects in TypingMind?

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

Which AI models can use Ue Udw Material And Screen Effects?

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 Udw Material And Screen Effects?

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

Is the Ue Udw Material And Screen Effects 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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