
Unreal Engine – Ultra Dynamic Sky v9.4 – UE 5.5-5.7
English | Tutorial | Size: 592.47 MB
Ultra Dynamic Sky is a sky system designed to be more dynamic and natural than most sky solutions, offer a great degree of flexibility and customization options, with an interface designed for speed and simplicity.
Features
• Set a single Time of Day variable and have every aspect of the sky update along with it, making changing the time your scene takes place a one step process.
• Fully dynamic, with customizable clouds, moon and stars.
• A built in lighting solution with sun, moon and sky lighting all synced with the sky.
• Adjust cloud coverage from a clear sky to overcast.
• Animate a day/night cycle with a single click.
• Dynamic aurora effects
• Multiplayer ready
• Choose from volumetric 3D clouds, 2D dynamic clouds, static clouds, and even volumetric auroras.
• A full weather system is included, Ultra Dynamic Weather, which adds rain, snow, lightning, and more to your scene in seconds.
• Enable Simulation features, which calculate the real world position of the Sun, Moon and Stars, using latitude, longitude, date and time.
• A wealth of supplemental features for additional effects and functionality. Be sure to watch the product video for a full rundown.
Note: Ultra Dynamic Sky’s materials, blueprints, and effects are built with typical flat level structures in mind, where the Z axis is always up and down. Spherical/planetary level structures are not supported by the features of the asset.
Installation:
Just put the UDS folder into the “Content” folder of your UE5 project.µ
3-31-2026
Version 9.4
For UE 5.5, 5.6, and 5.7
Expanded the features for water level on UDS/UDW to support water bodies of various heights like lakes and rivers. Will work by default with Water plugin water bodies, and is built to be usable with any water surface actor classes that have any static mesh component for the water surface. See the info on setting this up in the Water Level documentation entry.
Added logic to the Actor Weather Status component to monitor if the actor goes under the water level and affect material state accordingly. The new options for this are in the Settings category on the component.
Added support for using the DLWE snow/dust trails on custom landscape layers beyond the dynamic snow/dust coverage, for things like mud or sand. The DLWE documentation entry has info on how to set this up.
Created 27 video guides demonstrating how to use features on UDS and UDW, linked in the relevant documentation entries.
Added functions to UDS called “Get Time of Day as String” and “Set Time of Day With String” to allow controlling and sampling time using formatted strings (12:34 PM, 15:45:12, 00:30, etc)
Added a variable, Time of Day String, to Basic Controls on UDS. This is for both seeing and setting the Time of Day using a formatted string.
Added settings to directly scale intensity of Heat Distortion and Screen Frost on UDW independent of their change speed, useful for keying from a sequence
Added a function to UDW to set the entire Manual Weather State with a struct
Added an option to disable filtering local weather actors (WOVs and Radial Storms) by proximity to the player.
Some improvements to the default fidelity of the DLWE snow/dust trails
Added a setting to UDW to scale the random noise element of the snow/dust trails
Improvements to wind direction trace behavior for Test Actor for Wind Exposure and Test Actor for Weather Exposure
Added a setting to control the mip of the texture sampled by volumetric aurora. The default aurora clouds texture is also now a step up in resolution, with a little more high frequency detail.
Bottom Altitude can now be set on UDS at runtime with no extra steps
Using Screen Droplets on a camera with a roll angle (not directly upright) will now render the vertical dripping in the correct orientation.
The Contrast adjustment in Basic Controls on UDS will now affect the volumetric clouds together with the sky
Added an option for the Simulation features on UDS, which compensates for the slight difference between the virtual horizon of the simulated earth and the flat horizon of height fog, to help the visual sunset/sunrise happen at more correct times by slightly modifying the sun/moon angle.
Remade the DLWE variation texture at a higher resolution, and changed the default Variation Clouds Scale to tile over a larger area.
Added logic to prevent the sun and moon light components from being rotated relative to their parent components
Made a change to wind intensity material logic to avoid some temporal artifacts with Foliage Wind Movement when intensity changes quickly, like during gusts.
Fixed Lightning Bolt Thickness Scale not being applied to the effect correctly
Fixed water caustics texture projection being offset from the orientation of the directional light depending on the angle
Fixed volumetric aurora getting cut off before its fade distance if the fade distance is increased
Fixed temperature randomization being calculated differently for clients and server
Fixed random lightning flash spawning not happening from a dedicated server
Fixed fog on clouds when using the path tracer with volumetric fog enabled
Fixed “Control Sky Atmosphere Settings” option not applying correctly when disabled
Fixed Volumetric Cloud Painter incorrectly resizing cell textures down to default res
Fixed some moon texture rotation and scaling issues when crossing the zenith
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