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Blueprint to show 4 Seasons, day/night and Weather

Good evening, Does anyone know how to do a blueprint for seasons, day/night and weather? I would like to create an environment with day/night cycle, with weather like sun/rain/thunder and the 4 seasons. Any tips, pictures or videos would help me.

Thank you for your time

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asked Dec 17 '14 at 10:51 PM in Blueprint Scripting

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tidjo12
40 4 7 9

avatar image tidjo12 Dec 19 '14 at 04:43 AM

I've succedded to set the Day/Night cycle, but I can't seem to be able to find any information about seasons and weather. I understand that there will be a lot of variables like 1=rain 0=sunny, but I can't find visual examples.

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3 answers: sort voted first

Might be a bit off because it's late and I'm not actually on engine at the mo.

Open normal level, with that floor mesh and delete the directional light in the editor

Setup an actor blueprint

Component tab

Add spring arm

Set arm length to something like 1000 (experiment :changes sun distance from level)

Add 2 static mesh components(e.g. Sphere mesh) such as sun/ moon (and have premade materials)

Drag and drop static arm mesh into spring arm to attach it

Add directional light component

Event graph

Create "time" var(float)

Get tick node

Drag pin, set "time"="time"+deltaTime (off tick node)

Drap pin off tick node tree (off the time add time thing), get a add local rotation node, set the target to "sun(static mesh)", set rotator value to 0, 0.1,0 ( I think pitch) (can change for sun movement speed)

event begin play node

Set moon location (experiment with the value, make sure the Z is positive for it to be seen above you)

Back to tick graph

Set direction light rotation, to get rotation: get sun location , find look at rotation and set to rot of directional light (^may be a little wrong, try)

Then drag pin, branch node

Drag off red condition and get less than (float) and put bottom value as 1

Get reference to spring arm, get rotation, break rot, get pitch, from that get divide float node, set divide by 360

From that pull off and select floor, then take the floor value away from the float at the end of the last instruction^

Connect to less than 2 line above

From true on branch get set moon visibility false

From flase pin: set moon visibility false

(^moon transition will be awful) (^ look into opacity and setting the value of the moon opacity as a fade in with dynamic material)

For seasons

Set a time length for which you want each season to be, and check the current time from "time" float, then set to next season, maybe spawn snow, leaves ect

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answered Dec 18 '14 at 02:07 AM

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bennetherwood
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avatar image bennetherwood Dec 18 '14 at 02:08 AM

Also set sun mesh/materials to cast no shadows

avatar image bennetherwood Dec 18 '14 at 02:10 AM

Also set sun mesh/materials to cast no shadows also set sun location in components tab to 0,0,0 after attaching to spring arm

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I could achieve this effect with material parameter collections to drive the world materials via blueprints. So that it can dynamically change the seasons in the runtime. not just spring to fall. but also other 2 seasons as well. it can reduce the amount of leaves as well and cover the leaves and the ground with snow. I have created a tutorial to show how to do this. This is the link to the tutorial o Autumn/fall. there are few other tutorials in the same series which covers other seasons as well. you can find them in the playlist

**autumn : https://youtu.be/dxro66XWzPI**

**winter : https://youtu.be/YtlF1bxDWHs**

**all 4 seasons together : https://youtu.be/E6T-l9g4lTs** 4 seasons alt text

**alt text**

seasons.jpg (944.1 kB)
autumn.jpg (1.8 MB)
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answered Dec 02 '18 at 01:45 PM

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Thilina_arimac
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And for the time of day part. I have created another blueprint by extending the skysphere blueprint and the M_Sky_Panning_Clouds material is modified to add a moon as well. Its hard to explain in text. So, i have a tutorial for that too.

alt text alt text

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answered Dec 02 '18 at 02:25 PM

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Thilina_arimac
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