Ue Udw Random Seasons Temperature logo

Ue Udw Random Seasons Temperature

Community
kevinpbuckley
ue-udw-random-seasons-temperature

Configure dynamic weather variation, seasons, climate, and temperature on Ultra Dynamic Weather. Covers Random Weather Variation (Random Interval / Daily / Hourly timing, Weather Type Probabilities, Transition Length, Begin Play Weather is Random, Change to Random Weather Variation), Seasons (0-4 float, Set Season, Season Mode driven by date, Meteorological vs Astronomical, Sample UDW Season + Season Color Blend material nodes), Climate Presets (real-world data setting probability + temperature ranges), Temperature (Get Current Temperature with F/C, Temperature Bias, Min/Max per season, Sample Location Global vs local, Interior Temperature), Temperature Volumes, and the UDW Thermometer widget. Use whenever the user asks about random weather, season cycling, climate presets, temperature reading, hot/cold zones, or what season it is.

Overview

Publisherkevinpbuckley
Repositoryunreal-engine-skills
Skill nameue-udw-random-seasons-temperature
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 Random Seasons Temperature 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-random-seasons-temperature
  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-random-seasons-temperature .claude/skills/ue-udw-random-seasons-temperature
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Ue Udw Random Seasons Temperature 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 Random Seasons Temperature 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 Random Seasons Temperature 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 random weather, seasons, climate, temperature

The systems that make weather feel naturally varied over time: random variation, seasonal cycles, climate-aware probability, and the temperature system that derives values from all of it.

SystemWherePurpose
Random Weather VariationRandom Weather Variation categoryPeriodic random weather changes per season-weighted probability
SeasonsSeason category0–4 float (Spring → Winter) driving probability maps + temperature ranges
Climate PresetsRandom Weather Variation categoryOne-shot real-world climate data → probabilities + temperature
TemperatureTemperature categoryCalculated from weather state + season + biases + interior
Temperature VolumesBlueprints/Weather_Effects/ actorPer-region temperature offsets

When to use this skill

  • Setting up weather that changes by itself periodically.
  • Making weather change with seasons.
  • Picking a real-world climate (tropical, alpine, desert) for a region.
  • Reading temperature in F or C from gameplay code.
  • Adding local hot zones (near fire) or cold zones.
  • Displaying current temperature on screen.
  • Driving materials based on the season.

Random Weather Variation

Periodically picks a new weather preset based on season and probability maps. Category: Random Weather Variation.

Timing modes

Random Weather Variation modeTrigger
Random IntervalRandom Weather Change Interval (min/max seconds) — system holds a preset for a random time then picks a new one
DailyOnce per in-game day at the time set by Random Weather Change Hour
HourlyEach in-game hour

Transition Length — fraction of the interval between changes devoted to transitioning old → new.

Probability maps

The Weather Type Probabilities maps hold weather presets and their relative probabilities. Values are relative:

{ Rain: 5, Partly Cloudy: 1, Clear: 1 }
   → Rain is 5x as likely as either of the others

Which map is used depends on the current season (see below). Different probability maps per season is how spring rains differ from summer heat.

Begin Play behavior

Begin Play Weather is RandomBehavior at play start
TrueA random weather is selected on play start
FalseStarts with whatever weather the level editor was displaying; changes after the first interval

Climate Presets

Same category — apply a climate preset to populate the probability maps with real-world climate data, and set temperature ranges in the Temperature category accordingly. Fastest way to get believable weather for "tropical jungle", "alpine", "desert", etc.

Returning to random after a manual change

Change Weather (see ue-udw-setup-and-state) switches to a static preset. To go back:

UDW.ChangeToRandomWeatherVariation()

Seasons

Category: Season. The Season variable is a float 0–4:

ValueMeaning
0Mid Spring
1Mid Summer
2Mid Fall
3Mid Winter
4Wraps back to Spring

Whole values = middle of a season (where its data is applied purely). In-between values = transition. 0.5 = half Spring + half Summer.

Where Season comes from

Season Mode settingBehavior
Derived from dateUses UDS's date (Simulation category, increments per day). See ue-uds-simulation.
UncontrolledSeason variable is uncontrolled — set yourself via SetSeason(value)

When deriving from date:

SettingEffect
Season Day OffsetShifts what date corresponds to what season value
Meteorological SeasonsWhether the seasons (at offset 0) represent meteorological or astronomical

Sampling season in materials

Material nodeOutput
Sample UDW Season0–1 per season (four values, total = 1)
Season Color BlendBlends 4 color inputs based on current season

Use for season-driven material effects (autumn foliage colors, winter rock tinting).

Temperature

Category: Temperature. Sample via:

UDW.GetCurrentTemperature(unit, sampleLocation)
// unit: Fahrenheit or Celsius
// sampleLocation: Global, or per-location (volumes + interior)

How temperature is calculated

Treated as a product of weather, not a driver of it:

1. Start at 0
2. Add every Temperature Bias value in the Temperature category
   (biases reflect factors like Time of Day and weather state)
3. Map the resulting -1..1 value into the Min/Max range for current season
4. Add a slowly-changing random value, scaled by Randomize Temperature
5. If sampleLocation != Global:
   - Sample Temperature Volumes in the level
   - Apply Interior Temperature based on Player Occlusion of the sample point
     (Player Occlusion is on UDS — see ue-uds-modifiers-configs-state)

Temperature and Weather Override Volumes

Weather Override Volumes apply their own temperature ranges while the player is inside. Configurable per-WOV or disablable. See ue-udw-spatial-weather.

Temperature Volumes

Actor class Temperature Volume at Blueprints/Weather_Effects/. Place to create local temperature effects.

Example: place around a fire with a positive Temperature Offset — temperature sampled inside the volume reads higher.

Show temperature on-screen

UDW Thermometer widget in the widget designer palette under Ultra Dynamic Sky Widgets. Samples and displays current temperature. Drop into a UMG widget.

Runtime / Blueprint scripting summary

ActionAPI
Change weather to a presetChangeWeather(preset, transitionLength)
Change to manual stateChangeWeather(null, transitionLength)
Switch from manual back to randomChangeToRandomWeatherVariation()
Set season manuallySetSeason(value) (when Season Mode isn't deriving from date)
Sample temperatureGetCurrentTemperature(unit, sampleLocation)
Sample season in materialsSample UDW Season MF, Season Color Blend MF

Gotchas

  • Random Weather Variation doesn't fire — mode is set to something other than Random Interval / Daily / Hourly. Pick a timing mode.
  • Begin Play weather isn't random — Begin Play Weather is Random is false. Set it true.
  • Random weather always picks the same preset — probability map has a strong bias toward one entry; or there's only one entry in the map. Verify the map for the current season.
  • SetSeason has no effect — Season Mode is set to derive from date, which overrides manual season. Switch Season Mode to "Uncontrolled" first.
  • Temperature reads always the same despite weather changing — Temperature Bias values aren't configured for the weather you care about. Add bias entries for that weather/time-of-day.
  • GetCurrentTemperature(local) reads same as Global — sample location is set to Global, or there are no Temperature Volumes / Player Occlusion isn't computing occlusion at that location. See ue-uds-modifiers-configs-state.
  • Climate preset overwrote a custom probability map — applying a climate preset is destructive to the maps. Save a config asset first (see ue-uds-modifiers-configs-state) before experimenting.

References & source material

Docs (Ultra Dynamic Weather 9.5):

Plugin asset paths:

  • Blueprints/Weather_Effects/Weather_Presets/ — preset assets weighted by the probability maps
  • Blueprints/Weather_Effects/ — Temperature Volume actor class
  • Widget designer palette → Ultra Dynamic Sky Widgets → UDW Thermometer

Related skills: ue-udw-setup-and-state, ue-uds-simulation (date drives season when Season Mode set to derive), ue-udw-spatial-weather (WOVs override temperature ranges locally), ue-uds-modifiers-configs-state (Player Occlusion drives Interior Temperature), ue-udw-material-and-screen-effects (Freezing Breath uses calculated temperature).

Frequently asked questions

What does the Ue Udw Random Seasons Temperature AI skill do?

Configure dynamic weather variation, seasons, climate, and temperature on Ultra Dynamic Weather. Covers Random Weather Variation (Random Interval / Daily / Hourly timing, Weather Type Probabilities, Transition Length, Begin Play Weather is Random, Change to Random Weather Variation), Seasons (0-4 float, Set Season, Season Mode driven by date, Meteorological vs Astronomical, Sample UDW Season + Season Color Blend material nodes), Climate Presets (real-world data setting probability + temperature ranges), Temperature (Get Current Temperature with F/C, Temperature Bias, Min/Max per season, Sam...

Why use Ue Udw Random Seasons Temperature on TypingMind?

Because you install it once and use it with any model. Ue Udw Random Seasons Temperature 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 Random Seasons Temperature 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-random-seasons-temperature. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Ue Udw Random Seasons Temperature?

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 Random Seasons Temperature?

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

Is the Ue Udw Random Seasons Temperature 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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