CelestialVault Runtime Star Field Intensity Control

Hey! I’m trying to drive my Unreal Engine environment via C++ at runtime using the Celestial Vault plugin. So far I’ve managed to integrate all controls, except for Star Field Intensity. The end result I’m looking for is to have the ability to either dim the stars, or reduce the number of them, driven by a percentage parameter.

So far, I’ve tried:

  • Dynamically converting the MI_Stars material to a dynamic material instance, and setting the GlobalSizeFactor parameter.
  • Overriding the Exposure Bias on the Post Process Volume attached to the DaySequenceActor.
  • Changing the MaxVisibleMagnitude value on the DaySequenceActor.

However, none of these have yielded any results so far. Has anyone got any insights into why this might be, or if it is at all possible. I understand the stars are driven by a pre-configured csv, so not sure if they can be changed at runtime?

Thanks in advance!