Integrating Ultra Dynamic Sky

Core systems, ownership, and communication flow in AVE II

This guide covers integrating Ultra Dynamic Sky (UDS) into AVE II for enhanced weather and time-of-day simulation. We will establish communication between the WBP_CompassClock_01 widget and UDS using a custom controller.

💡Note: For advanced configurations outside this basic setup, refer to the Ultra Dynamic Sky Documentation.

1. Import the Custom Controller

Download and import the BP_TimeOfDayController_UDS into your project. This blueprint acts as the communication bridge between your compass clock widget and the UDS system.

2. Clean Up Existing Sky Actors Navigate to the Outliner and expand the Sky & Atmosphere folder. Delete the existing SunSky, VolumetricCloud, and BP_TimeOfDayController Actors from your level.

Warning: Removing these default sky actors may temporarily darken your viewport. This is normal and will be resolved in the next step.

Close-up of level outliner with default sky actors selected.

3. Add Ultra Dynamic Sky to the Level Open the Content Browser and navigate to UltraDynamicSky > Blueprints. Drag and drop both the Ultra_Dynamic_Sky and Ultra_Dynamic_Weather Blueprints directly into your level.

This section explains the core structure of AVE II. It covers which systems manage data, how responsibilities are split up, and how different parts of the project communicate with each other.

These pages are designed to help you understand where to modify or add Blueprint logic. They explain which classes should handle specific tasks and how to keep everything organized.

💡 Note: We recommend reading this section before you start adding new features. Following these patterns will help keep the project stable and easy to manage.

Core Blueprints and their responsibilities

You can find the core Blueprint classes in the Content > AVEII > Core folder.

BlueprintClass NamePrimary Responsibility
Game ModeBP_AVE_GMDefines default Pawn and Player Controller classes.
Game InstanceBP_AVE_GIActs as a global mediator for POIs, UI Modes, and POI filtering.
Player ControllerBP_AVE_PCHandles Pawn orchestration
PawnBP_AVE_Pawn_ExpManages player input and interaction logic.

Last update: March 17, 2026
Engine Version: 5.5.4
Difficulty: beginner


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