Ue Udw Particles Lightning Wind Sounds logo

Ue Udw Particles Lightning Wind Sounds

Community
kevinpbuckley
ue-udw-particles-lightning-wind-sounds

Configure Ultra Dynamic Weather's rendered effects — Rain / Snow / Dust Particles (including Splash Particles), Particle Collision modes (Simple, Distance Field, None, Kill Sphere), Shared Particle Settings, Lightning (Flashes + Obscured, Flash Lightning function, Strikable Actor Interface), Wind (Direction + variation, Debris, Gusts, Directional Source for chaos cloth/SpeedTree, Physics Force, Camera Shake), Weather Sound Effects (wind/rain/thunder + Close Thunder Delay Per KM), Sound Occlusion with UDS Occlusion Portal, and Environment Sounds (UDS_Environment_Sound data assets, 5.1 metasound format, ChangeEnvironmentSound, UDS_TimeWeather_VolumeManager). Use any time the user asks about rain/snow not visible or blocked wrong, particle collision modes, lightning striking specific actors, wind on physics/cloth, weather sounds in interiors, ambient outdoor audio, or VR splash issues.

Overview

Publisherkevinpbuckley
Repositoryunreal-engine-skills
Skill nameue-udw-particles-lightning-wind-sounds
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 Particles Lightning Wind Sounds 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-particles-lightning-wind-sounds
  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-particles-lightning-wind-sounds .claude/skills/ue-udw-particles-lightning-wind-sounds
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Ue Udw Particles Lightning Wind Sounds 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 Particles Lightning Wind Sounds 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 Particles Lightning Wind Sounds 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 particles, lightning, wind, sounds

All the rendered/heard weather effects: particles, lightning, wind systems, and sounds. For per-material weather (wetness/snow coverage on surfaces), see ue-udw-material-and-screen-effects.

SystemDriven byCategory on UDW
Rain ParticlesRain valueRain Particles
Snow ParticlesSnow valueSnow Particles
Dust ParticlesDust valueDust Particles
Shared particle settingsAll particle systemsShared Particle Settings
Lightning FlashesThunder/Lightning valueLightning
Obscured LightningThunder/Lightning valueLightning
Wind DirectionWind Direction Basic ControlWind Direction
Wind GustsWind Intensity value + perlin noiseWind Gusts
Wind DebrisWind Intensity valueWind Debris
Wind Directional SourceWind Intensity + DirectionWind Directional Source
Wind Physics ForceWind state per actor(component class)
Wind Camera ShakeWind IntensityWind Camera Shake
Weather Sound EffectsWind / Rain / Thunder valuesSound Effects
Sound OcclusionPlayer Occlusion (on UDS)Sound Occlusion
Environment SoundsTime / Weather / Wind (via metasound)Sound Effects

When to use this skill

  • Rain or snow not visible, or visible where it shouldn't be.
  • Choosing between particle collision modes for perf vs flexibility.
  • Lightning bolts striking specific actors as game logic.
  • Adding wind force to physics objects or making chaos cloth react.
  • Weather sounds going quiet at wrong times.
  • Adding ambient outdoor audio (birds, insects, city) that changes with time/weather.
  • Diagnosing VR splash particles only rendering in one eye.

Rain / Snow / Dust Particles

Three per-particle categories on UDW: Rain Particles, Snow Particles, Dust Particles. Each is controlled by the corresponding weather state value.

CategorySpecific extras
Rain ParticlesSplash particles (raindrop impacts on collision surfaces); color + lighting + max count
Snow ParticlesParticle scale + max count + ambient light intensities
Dust ParticlesParticle scale + color + alpha + max count

For shared behaviors (collision and spawning), see Shared Particle Settings below.

Splash Particles in VR

SymptomCauseWorkaround
Splashes render only in one eyeInstanced Stereo doesn't support GPU sprites with deferred decal materials (the default splash setup)Set Splash Particles Rendering Mode to Translucent. Renders in both eyes; subject to translucent lighting limitations.

Weather Particle Collision

Set with Particle Collision Mode.

ModeCostFlexibilityBest for
Simple CollisionCPU cost (significant)High — uses level simple collisionDefault; need precise blocking
Distance Field CollisionCheap on CPU (pure GPU)Limited — can't separate from distance-field lightingOpen worlds with distance fields
No CollisionCheapestNoneDiagnosing "particles aren't visible"

Simple Collision details

Line traces against simple collision geometry of the level. The particles trace on one channel — Weather Particle Collision Channel (default: Visibility).

Niagara particle traces are queries — meshes need queries enabled on their collision response.

GPU particles take a small number of valid particle paths and reuse them — still can be a significant CPU cost.

Particles not blocked when they should be (Simple Collision):

  • Object lacks simple collision geometry. Traces only check simple collision.
  • Collision profile isn't set to block the channel selected on UDW (default Visibility), with collision response Collision Enabled or Query Only (Niagara uses queries).
  • Particles coming through a high ceiling: raise Ceiling Check Height on UDW.

Distance Field Collision details

Pure GPU emitters querying the global distance field.

ConstraintDetail
Requires project to generate mesh distance fieldsProject Settings
Distance field collision and lighting can't be separatedSurface that blocks particles also affects distance-field lighting; vice versa
Only works while global distance field existsEngine scalability can disable it

Particles not colliding (Distance Field):

  • Project not generating mesh distance fields.
  • View Show → Visualize → Global Distance Field to see what particles actually see.
  • For meshes that should block, enable Affect Distance Field Lighting.

Blocking particles without a mesh

UDS Occlusion Volume actor at Blueprints/Occlusion/ — enable its setting to block weather particles. Only available with Simple Collision mode.

Latency-free per-sphere blocking

For a moving space where particle collision latency is a problem (e.g. a player vehicle interior):

ComponentEffect
Weather Particles Kill SphereKill any weather particles inside the sphere with zero latency

Only one Kill Sphere can be active at a time globally. Manage activation/deactivation manually for multiple.

Shared Particle Settings (Spawning)

In Shared Particle Settings. Particles spawn only in a volume around the camera; the illusion is they spawn everywhere.

SettingEffect
Max Spawn DistanceHow far from camera particles spawn (X/Y)
Spawn Distance DistributionHow particles distribute within that range
Spawn Box HeightHow far above camera particles can spawn
World Spawn Offset, Camera Forward Spawn OffsetRelocate the center of the spawn area
Custom Weather Particle Camera Transform (advanced dropdown)Spawn around a manual location instead of the camera

Particles Not Visible

CauseFix
Particles blocked by an invisible collision sourceSwitch Particle Collision Mode → No Collision to test
Editor viewport Show flags hiding spritesShow dropdown → Use Defaults
Rare engine bug: Niagara compilation failed on first loadOpen system asset in Particles/ (Rain/Snow/Dust) → Compile dropdown → Full Rebuild
Running in Simulate play modeLimitation: it renders through editor camera and neither the blueprint or Niagara can sample the editor camera for the particle spawn area. Use a different play mode.

Lightning

Two types:

TypeWhatSetting
Lightning FlashesBig bolts that cast light + crash of thunderInterval + light source enable/disable + colors
Obscured LightningIdle flashes hidden in cloud layerFrequency

Both scale with the Thunder/Lightning value of current weather state.

Thunder sound settings live in the Sound Effects category — see below.

Manual lightning flash

UDW.FlashLightning(customLocation, customTargetLocation)
// customLocation: optional; should be at cloud level (root of bolt)
// customTargetLocation: if nonzero, the bolt ends there

Lightning striking specific actors

1. Add the UDW_Lightning Strikable Actor Interface to your actors
2. Implement "Test for Potential Lightning Strike":
   outputs: can-be-struck-now (bool) + world location where strike hits
3. On UDW → Lightning category:
   Enable "Enable Lightning Flashes Striking Actors"
4. Set "Fraction Of Lightning Flashes Which Can Strike Actors"
   (how many potential flashes go to actors when any are in range)
5. Implement the interface's "Struck by Lightning" event
   to spawn extra effects or run game logic

Lightning in Sequencer

1. Add UDW to the sequence
2. Create Event → Trigger track on UDW
3. Add a keyframe; right-click for properties
4. Endpoint → Quick Bind → Flash Lightning
5. Configure custom location/seed in keyframe properties
6. Check Call in Editor to preview in the sequence editor

Wind

Wind Direction

Controlled separately from weather state via Wind Direction in Basic Controls + the Wind Direction category. Direction drives weather particles and cloud movement on UDS.

SettingEffect
Wind Direction VariationRandom noise variation at runtime, centered on Basic Controls Wind Direction

WOVs can override wind direction. If Apply Wind Direction is true on a WOV, the volume's wind direction wins as the player enters.

Wind Gusts

Wind intensity has a perlin-noise variation applied to simulate gusts. Settings in Wind Gusts: scale of variation, speed of the perlin noise.

Wind Debris

Small debris particles flying through the air when Wind Intensity is high. Category: Wind Debris.

SettingEffect
Amount, scale, texture sheetDebris appearance (texture must be 4×4 with alpha)
Wind Debris Particle Spawn CountLive-updates at runtime
Spawning/collisionUses Shared Particle Settings

Wind Directional Source

A Wind Directional Source is an engine component used by chaos cloth and SpeedTree assets. UDW makes and controls one with current wind by default.

CategorySettingEffect
Wind Directional SourceScale Wind SpeedHow high Wind Speed is set on the source
Wind Directional SourceDisable when in interiorNo wind speed when inside an interior

Wind Physics Force

Apply wind force to physics-simulating objects. Add the Wind Physics Force component as a child of any primitive component simulating physics. At runtime, the component queries UDW wind state and line-traces to test exposure.

Wind Camera Shake

Enable in Wind Camera Shake to shake the player camera at max wind speeds.

SettingEffect
Scale of shakeMagnitude
Range of Wind Intensity that triggers shakeThreshold band
Player Occlusion masking (automatic)No shake when player is in an interior. Controlled by Player Occlusion on UDS — see ue-uds-modifiers-configs-state.

Weather Sound Effects

Enabled by default for wind, rain, thunder. Category: Sound Effects.

SettingEffect
Enable/disable globallyMaster toggle
Per-effect VolumeScales with weather state and these settings
Close Thunder Delay Per KMHow much thunder is delayed from the visual flash. Raise for realistic speed-of-sound delay.

Runtime control

UDW.SetEnableWeatherSoundEffects(bool)   // toggle all
// Or set the per-sound Volume variables directly

All UDW sounds use the UDS_Weather sound class. Add it as a child of your project's Sound Effects class so weather sounds inherit your sound mix.

Sound Occlusion

Default: a simple system periodically traces from the camera and adjusts sound volume + low-pass filter (muffling) if the player is in an enclosed space. Toggle/adjust in Sound Occlusion category.

The actual occlusion calculation lives in Player Occlusion on UDS — see ue-uds-modifiers-configs-state.

Forced-occluded zones

Place a UDS Occlusion Volume actor (Blueprints/Occlusion/) to always-occlude a space. The Occlusion Sampling Mode in Player Occlusion decides if volumes are sampled.

Sound portals

UDS Occlusion Portal component. If instances exist around the occlusion sampling location, they're traced against and can negate occlusion when the trace is unobstructed. Use case: an open door/window letting outside weather sound naturally into the space.

Your own outdoor sounds following weather occlusion

Set your own sound sources to use the sound class UDS Outdoor Sound — they get occluded by the same volume attenuation as weather sounds.

Environment Sounds

System for general ambient outdoor audio (birds, insects, city ambience) that responds to time/weather and the sound occlusion. Sound Effects category on UDW selects the environment sound asset; a Forest ambience example ships.

Authoring an Environment Sound asset

1. Make a new data asset of type UDS_Environment_Sound
2. Point at a metasound source asset (the actual sound played)
3. Tune volume + parameter overrides

Metasound source format

For sound occlusion and four-direction stereo panning, output format must be 5.1:

ChannelUse
Front Left (0)Directional audio from -X
Front Right (1)Directional audio from +X
Front Center (2)Directional audio from -Y
Low Frequency (3)Directional audio from +Y
Side Left (4)Global audio left channel
Side Right (5)Global audio right channel

Directional audio is spatialized based on listener orientation and occluded directionally. Global audio is stereo, occluded by global occlusion.

Audio bus setup

Source Settings:
   Enable Bus Sends: true
   Enable Base Submix: false
   + Post-Effect Bus Send → audio bus "UDS_Weather_AudioBus"

Reacting to Time/Weather/Wind

Five input parameters UDW sets on your metasound:

ParamType
Time, Weather, WindIntegers
Weather Interp, Time InterpTime parameters

Included metasound nodes use these:

NodeWhat it does
UDS_TimeWeather_VolumeManagerOutputs a changing volume using array inputs for what the volume should be in different times / weathers / wind levels
UDS_DayNight_VolumeManagerSimpler day/night version

Reference: included Forest Example metasound source at Sound/MetaSounds/.

Runtime control

UDW.ChangeEnvironmentSound(asset)  // change at runtime
UDW.ChangeEnvironmentSound(null)   // stop environment sounds

Gotchas

  • Splash particles only in one eye in VR — Splash Particles Rendering Mode = Translucent.
  • Particles not visible at all — invisible collision source blocking; or Show flags hiding sprites (Use Defaults); or Niagara compile fail (Full Rebuild on the asset).
  • Particles ignore an interior space (Simple Collision) — ceiling too tall; raise Ceiling Check Height. Or use Weather Particles Kill Sphere for a moving interior.
  • UDS Occlusion Volume doesn't block particles — Particle Collision Mode is Distance Field. Switch to Simple Collision (volume blocking is Simple-only).
  • Lightning never strikes the player despite the interface — Enable Lightning Flashes Striking Actors is off, or Fraction Of Lightning Flashes Which Can Strike Actors is 0.
  • Sounds go quiet at incorrect times — Sound Occlusion traces hitting surfaces they shouldn't. Adjust Player Occlusion on UDS (trace count, channel, update period).
  • No sound from open door/window — add a UDS Occlusion Portal component to the door/window. Make sure traces can reach it.
  • Wind doesn't affect chaos cloth / SpeedTree — Wind Directional Source category on UDW isn't enabled, or Disable when in interior is on and the actor is occluded.
  • Wind Camera Shake doesn't trigger — Wind Intensity below the threshold band, or player is occluded.
  • Environment Sound metasound playing but no panning/occlusion — output format isn't 5.1, or Post-Effect Bus Send to UDS_Weather_AudioBus is missing.
  • Custom outdoor sound not occluded with weather — assign it the UDS Outdoor Sound class.

References & source material

Docs (Ultra Dynamic Weather 9.5):

Plugin asset paths:

  • Particles/ — Rain, Snow, Dust, Wind Debris niagara systems
  • Particles/ — Lightning Strike + Obscured Lightning systems
  • Sound/MetaSounds/ — included Forest Example environment sound metasound source
  • Blueprints/Occlusion/ — UDS Occlusion Volume actor; UDS Occlusion Portal component
  • Materials → UDS_Weather sound class; UDS_Weather_AudioBus audio bus
  • Component classes: Weather Particles Kill Sphere; Wind Physics Force

Related skills: ue-udw-setup-and-state, ue-udw-spatial-weather (WOV wind override; UDS Occlusion Volume), ue-uds-modifiers-configs-state (Player Occlusion calculates occlusion; AmbientSound — Time and Weather Controlled is the simpler sound option), ue-udw-material-and-screen-effects (material wetness/snow accumulates from particle landing context).

Frequently asked questions

What does the Ue Udw Particles Lightning Wind Sounds AI skill do?

Configure Ultra Dynamic Weather's rendered effects — Rain / Snow / Dust Particles (including Splash Particles), Particle Collision modes (Simple, Distance Field, None, Kill Sphere), Shared Particle Settings, Lightning (Flashes + Obscured, Flash Lightning function, Strikable Actor Interface), Wind (Direction + variation, Debris, Gusts, Directional Source for chaos cloth/SpeedTree, Physics Force, Camera Shake), Weather Sound Effects (wind/rain/thunder + Close Thunder Delay Per KM), Sound Occlusion with UDS Occlusion Portal, and Environment Sounds (UDS_Environment_Sound data assets, 5.1 metaso...

Why use Ue Udw Particles Lightning Wind Sounds on TypingMind?

Because you install it once and use it with any model. Ue Udw Particles Lightning Wind Sounds 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 Particles Lightning Wind Sounds 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-particles-lightning-wind-sounds. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Ue Udw Particles Lightning Wind Sounds?

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 Particles Lightning Wind Sounds?

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

Is the Ue Udw Particles Lightning Wind Sounds 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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