UE Plugin
Weather and Day/Night Cycle Configurations
General
The Plugin comes with a Blueprint that handles weather effects and day and night cycles based on real-world data.
To make use of this feature you need the BP_Coala_Weather_System Blueprint in your map, as well as the BP_Sky_Sphere_Coala and a Sun directional light.
All these components are already set up properly in the Papermap.
Setup
Sky Sphere: Assign the BP_Sky_Sphere_Coala from your map here.
Sun Directional Light: Assign the directional light from your map here.
Dev
Use Devmode: Check this to use the time defined by the values in Hours and Minutes fields above instead of the real-world time.
Dev Moon Phase: Which moon phase should be used instead of the real world moon phase when Devmode is activated.
Default
Call Day Night Cycle: Activate the day night animation once so you can see the whole cycle running within a short time span.
Start Clear Sky: Manually stop all weather effects (this overwrites the real world weather).
Start Mist: Manually call the mist effect (this overwrites the real world weather).
Start Rain: Manually call the rain effect (this overwrites the real world weather).
Start Snow: Manually call the snow effect (this overwrites the real world weather).
Update Manually: Updates the weather system manually. This should be used after the curves are adjusted and in the ejected play mode.
Sun
Use Sun Mesh: Check this if you want to have a visible Sun mesh in the sky sphere (it will move across the sky sphere throughout the day).
Coala Sun Scale: Determines the size of the Sun's mesh.
Coala Sun Brightness: Determines the Sun's brightness.
Coala Sun Distance: Determines the distance between the Sun and the player.
Coala Sun Intensity: This curve controls the Sun's directional light intensity throughout the day (and night).
Coala Sun Color: This gradient controls the Sun's directional light color throughout the day (and night).
Night
Star Brightness: Defines the intensity of the stars shown at night.
Moon
Use Moon Mesh: Check this to have a visible moon mesh in the sky sphere at night (it will move across the sky sphere throughout the night).
Moon Hours From: The hour of the time of day that the moon should rise.
Moon Minutes From: The minutes of the time of day that the moon should rise.
Moon Hours To: The hour of the time of day that the moon should set.
Moon Minutes To: The minutes of the time of day that the moon should set.
Coala Moon Scale: Determines the size of the moon's mesh.
Coala Moon Distance: Determines the distance between the moon and the player.
Coala Moon Start Position: The starting position of the moon's animation.
Sky Sphere
Horizon Falloff From: Controls the falloff of the horizon gradient on the sky sphere.
Horizon Falloff To: Controls the falloff of the horizon gradient on the sky sphere.
Coala Horizon Color: This gradient controls the color of the horizon throughout the day (and night).
Coala Zenith Color: This gradient controls the color of the zenith throughout the day (and night).
Weather Settings
Rain Setting: The settings for the rain effect.
Snow Setting: The settings for the snow effect.
Mist Setting: The settings for the mist effect.
Particle System: The particle system that should be spawned when that weather is active (based on real-world data).
Scale With Coala Scaling: Check this to automatically adjust the particle systems scale with the COALA scale (see Setup).
Override Particle Color: Check this to override the color of the particles using the Particle Color parameter below.
Particle Color: Determines the color of the particles if Override Particle Color is checked.
Parameter Color Name: The name of the parameter to re-color the particle effect (if Override Particle Color is checked).
Clouds
Coala Cloud Color: This gradient controls the color of the clouds in the sky sphere.
Coala Cloud Speed: Determines how fast the clouds should move across the sky sphere.
Coala Cloud Opacity: Determines the opacity of the clouds.
Distance Fog
Use Fog: Check this if you want to use distance fog on the map.
Fog Color: This gradient controls the color of the fog throughout the day.
Fog Height: Determines up to which height the fog will be shown (it fades away above that value).
Fog Horizon Falloff: Determines how rapidly it should fade away vertically.
Fog Start Distance: Determines where the fog should start, measured from the player's position.
Fog Density Distance: Determines how quickly the fog should densify in the distance.