Ue Udw Spatial Weather logo

Ue Udw Spatial Weather

Community
kevinpbuckley
ue-udw-spatial-weather

Apply weather to specific regions of a level with Ultra Dynamic Weather — Weather Override Volumes (spline-defined arbitrary shape, Transition Width, Priority, Apply Wind Direction, climate preset, runtime ChangeWeather/ChangeToRandomWeatherVariation, Custom Volume Behavior), Radial Storms (circular weather actor visible from outside as a distant storm with clouds/fog/obscured lightning, spawning system, Fade In/Out, Move Over Time), Weather Above Volumetric Clouds adjustments, the Weather Mask system (Brush, Projection Box, Brush Painter editor utility) for masking material effects in interiors, and Control Point Location Source. Use any time the user asks about per-region weather, a localized storm, weather differing by area, a moving storm, a storm visible from a distance, the player driving into bad weather, weather changing above the cloud layer, or keeping snow/wetness out of an interior.

Overview

Publisherkevinpbuckley
Repositoryunreal-engine-skills
Skill nameue-udw-spatial-weather
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 Spatial Weather 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-spatial-weather
  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-spatial-weather .claude/skills/ue-udw-spatial-weather
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Ue Udw Spatial Weather 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 Spatial Weather 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 Spatial Weather 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 spatial weather

The systems that make weather happen somewhere specific rather than globally. WOVs and Radial Storms drive state per location; the Weather Mask system excludes material effects from interiors and under-roof areas.

SystemShapeVisible from outside?Use for
Weather Override VolumeArbitrary splineNoRegion-specific weather state, with arbitrary shape
Radial StormCircleYes (clouds, fog, obscured lightning) — requires Volumetric Clouds Sky ModeA storm seen approaching from a distance; moving storms
Weather Above Volumetric CloudsAbove cloud layerImplicitAuto-adjusting weather state when the player flies above the cloud layer
Weather Mask BrushSimple shape or painted texture, projected straight downNoMask material effects (snow/wetness) in interiors
Weather Mask Projection BoxBox-bounded capture of meshes inside, projected downNoMask material effects under structures (roofs)

When to use this skill

  • Different weather in different parts of one level.
  • A storm the player can see coming in from across the map.
  • A storm that moves linearly across the level over time.
  • Adjusting weather behavior when the camera goes above the cloud layer.
  • Keeping snow accumulating inside a building, or wetness off the floor under a roof.

Weather Override Volumes (WOV)

Actor for region-specific weather. Found at Blueprints/Weather_Effects/.

The region shape is defined by the actor's spline component — edit spline points for any shape. Right-click on the spline to add new points. You can scale the actor; avoid non-uniform scaling.

WOV weather configuration mirrors UDW's global controls:

  • Select a preset for the WOV in its Basic Controls category.
  • Enable Random Weather Variation on the WOV with its own probability maps. Timing/logic specifics come from UDW's Random Weather Variation category.

Key WOV settings

SettingEffect
Transition WidthHow much space the volume devotes to blending outside → inside weather. The blend is purely spatial. Default is small to keep the actor compact; a real-use WOV should be much larger with a wider transition width, so players cross a smooth gradient.
PriorityHow overlapping WOVs resolve
Temperature categoryLocal temperature range while the player is inside
Climate presetSame effect as on UDS: sets probability maps + temperature ranges
Apply Wind DirectionIf true, the volume's wind direction overrides as the player enters

Where the player is queried from

The location used to test against WOVs is set by Control Point Location Source in Basic Controls on UDW. Defaults to player pawn location.

Control Point Location SourceWhere weather/DLWE interactions sample from
Player Pawn (default)Pawn location
Player CameraCamera location
ManualVector variable you control

Material state across the WOV boundary

By default, WOVs draw their material state into a render target sampled by the weather material functions, so:

  • A snowy region appears snowy from outside.
  • From inside, you see the lack of snow coverage outside.

Disable or adjust on UDW from the Weather Override Volumes category.

Runtime WOV functions

FunctionEffect
ChangeWeather(preset, duration) (on WOV)Transitions the WOV to a specific static preset
ChangeToRandomWeatherVariation() (on WOV)Transitions the WOV to its random variation

Custom Volume Behavior

To use a WOV for something other than weather (e.g. fire custom events when the player crosses into the region):

1. Create a child of the Weather Override Volume class
2. Override Custom Volume Behavior on the child

The function runs from UDW when the WOV affects local weather.
Input: Alpha (0-1) — how much the player is inside the volume.

Radial Storms

Circular weather region actor. Unique vs WOVs: can render its own local effects and local cloud coverage — players see the storm in the distance as a cloud formation with fog and obscured lightning beneath. Built to be dynamic — spawn at runtime, fade in/out, move linearly.

Constraints

ConstraintDetail
Distant-storm visuals only work with Sky Mode = Volumetric CloudsWith other Sky Modes, a Radial Storm still works to affect weather state by player position (like a WOV), just without visible distant storm
Despite the name, can apply any weather inside (incl. calm/clear)Named for the typical use case

Periodic spawning

UDW's Radial Storm Spawning category enables periodic randomized spawning during play. UDW spawns radial storms one at a time, placing/moving them so they pass over the player. The weather preset can be season-determined (similar to Random Weather Variation in ue-udw-random-seasons-temperature).

Manual spawning and control

You can spawn at runtime or place one in the editor — UDW's spawning system isn't required.

Function on the Radial Storm actorEffect
Fade In Storm(duration)Start storm fading from 0 → 1 alpha. Use after spawning.
Fade Out Storm(duration)Fade out over time, then destroy the actor
Move Storm Over Time(targetPosition, duration, fadeOutAtEnd)Move linearly to target over duration. Optional final-fade-and-destroy.

Example flow:

storm = SpawnActor(RadialStorm_BP, location)
storm.FadeInStorm(30)                              // 30s fade in
storm.MoveStormOverTime(targetPos, 200, true)      // 200s movement
// fade-out auto starts in last 30s of the movement

Weather Above Volumetric Clouds

When UDS's Sky Mode is Volumetric Clouds, UDW by default adjusts weather state when the player goes above the cloud layer.

Configurable in the Weather Above Volumetric Clouds category on UDW. Enable/disable the adjustments entirely, or change the multipliers per weather value used when above clouds.

Weather Mask System

Masks the material weather effects (snow, dust, wetness) in specific spaces — by default they affect everywhere globally.

Two component classes at Blueprints/Weather_Effects/Components/ draw into a weather mask render target sampled by the weather material functions. Use the components directly in your actors, or use wrapper actor classes in Blueprints/Weather_Effects/.

Weather Mask Brush

Draws a simple shape or a painted texture. The actor's Brush variable selects between them. Can be scaled non-uniformly and rotated on Z axis.

Because the system works by drawing into a render target, shapes are always projected straight down on Z axis.

Per-brush settingEffect
Mask WetnessHow much this brush masks wetness
Mask Snow/DustHow much this brush masks snow/dust
Cancel Masks AboveDisables any brush masking above the actor's height within the brush's rectangle
Painted brush textures

For more control than simple shapes, paint a texture using the Weather Mask Brush Painter:

  • Ultra Dynamic Sky dropdown on the level editor toolbar, or
  • Blueprints/Tools/

With the painter open, select a weather mask brush actor and click the button to start painting. Controls:

InputAction
Right-clickPan
Drag middle mouseZoom
Left mousePaint
Top barAdjust brush and value being painted

When finished, click Save — painted mask saves to a texture in UDS_LevelData/ next to the level.

Weather Mask Projection Box

Captures meshes within the box and uses their shapes to mask weather effects straight down. Place around a complex structure (e.g. a building) and the mesh shapes occlude directly beneath them.

Placement tips:

  • Place the box so it encompasses only the relevant mesh geometry. e.g. enclose just the roof of a house.
  • Width/length as small as possible to fit the occluding geometry — eliminates wasted render-target resolution.
Per-box exposed settingEffect
Amount snow/dust and wetness maskedPer-component mask strength
Blur of the mask beneath the box when drawn into the targetSoftness

Material-level opt-out

Static switch parameters on individual materials/instances:

ParameterEffect
Apply Weather Mask Brushes to WetnessDisable mask effects on wetness in this material
Apply Weather Mask Brushes to SnowSame for snow

Mask distance and update

Mask effects stop at a certain distance from the camera, set by the render target width. Adjust in Weather Mask Target category on UDW.

Fading a mask component

WeatherMaskBrush.FadeMaskOverTime(duration)
// or
WeatherMaskProjectionBox.FadeMaskOverTime(duration)
// Default fade rate: 20 updates/sec.
// Adjust via Weather Mask Update Period on UDW.

Gotchas

  • WOV transition looks abrupt — Transition Width is too small (default is). Make it much larger so the player crosses a smooth gradient.
  • Radial Storm not visible from outside — Sky Mode isn't Volumetric Clouds. Distant-storm visuals require Volumetric Clouds; with other modes the storm still affects state but renders no visible distant storm.
  • WOV not affecting weather — Control Point Location Source is set to a custom vector that isn't where the player is. Default to Player Pawn.
  • Weather Mask not stopping snow inside a building — Weather Mask Brush or Projection Box not placed; or Mask Snow/Dust value too low; or render target distance exceeded.
  • Mask Projection Box has artifacts — box is too large, wasting render-target resolution. Shrink to just enclose the occluding geometry.
  • Material ignoring Weather Mask — Apply Weather Mask Brushes to Wetness/Snow static switches on the material are off.
  • Snow visible outside the WOV from inside — Weather Override Volumes category on UDW has the material-state-rendering option turned off. Enable it for "snowy outside / not snowy inside" reads.
  • Per-storm logic from a child class not running — for a WOV, override Custom Volume Behavior (not the parent's behavior). For a Radial Storm, similar pattern via child class.
  • Wind direction not changing inside a WOV — Apply Wind Direction on the WOV is off. Enable for region-specific wind.

References & source material

Docs (Ultra Dynamic Weather 9.5):

Plugin asset paths:

  • Blueprints/Weather_Effects/ — Weather Override Volume, Radial Storm, Weather Mask Brush, Weather Mask Projection Box actor classes
  • Blueprints/Weather_Effects/Components/ — Weather Mask Brush and Projection Box component classes (for embedding in your own actors)
  • Blueprints/Tools/ — Weather Mask Brush Painter editor utility
  • UDS_LevelData/ (created next to the level) — painted weather mask textures

Related skills: ue-udw-setup-and-state, ue-udw-random-seasons-temperature, ue-udw-material-and-screen-effects, ue-uds-setup-and-modes (Volumetric Clouds required for Radial Storm distant visibility), ue-uds-modifiers-configs-state (UDS Occlusion Volume for forced player occlusion).

Frequently asked questions

What does the Ue Udw Spatial Weather AI skill do?

Apply weather to specific regions of a level with Ultra Dynamic Weather — Weather Override Volumes (spline-defined arbitrary shape, Transition Width, Priority, Apply Wind Direction, climate preset, runtime ChangeWeather/ChangeToRandomWeatherVariation, Custom Volume Behavior), Radial Storms (circular weather actor visible from outside as a distant storm with clouds/fog/obscured lightning, spawning system, Fade In/Out, Move Over Time), Weather Above Volumetric Clouds adjustments, the Weather Mask system (Brush, Projection Box, Brush Painter editor utility) for masking material effects in inte...

Why use Ue Udw Spatial Weather on TypingMind?

Because you install it once and use it with any model. Ue Udw Spatial Weather 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 Spatial Weather 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-spatial-weather. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Ue Udw Spatial Weather?

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 Spatial Weather?

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

Is the Ue Udw Spatial Weather 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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