Control assets with blueprint in editor

I am creating two versions of a map, one day time and one nighttime. Is there a way to change elements like my static lights, exponential fog, sound elements, and Sky Sphere (BP Good Sky) easily? Ultimately, I want to be able to use the same map, but switch it to either the night environment or day environment, rebuild, then play. I’m also using only static lighting if that makes a difference.

You can do this kind of thing, but I have two questions:

  1. If you’re using static lighting, why not have two maps?

  2. If you want to change the time of day with BPs, why not dynamic lighting, then you can change the time of day during play…

Looks like your comments got caught up in first post moderation.

Be sure check out Using Precomputed Lighting Scenarios in Unreal Engine | Unreal Engine 5.1 Documentation too!

I’m new to unreal engine. I’m working on a map for a VR game and the developer is requesting we use only static lighting. Also the map is currently in development and I believe I will continuously be iterating on it so I thought that maintaining a single map with two different themes would be easiest. If there is a better wait to do this, I am open to suggestions.

So my replies to ClockworkOcean are being deleted and I can’t seem to find an edit button anywhere here to update my question. To answer ClockworkOceans questions. I am making a map for a VR game and the developer requested that only static lighting be used. I’m not sure if he can restrict lighting to only be static. The reason why I am thinking of using only one map is that the map is currently under development and I will likely be updating it frequently over time so making multiple identical changes on two maps might be difficult and error prone. I am up to do any workflow that is easy but the only thing I can think of is having some way to disable assets meant for one environment and enable assets for another environment, then build and push to the workshop.

Great. Thanks. I’ll check that out.