HemmiGameArt - WorldManager – Drop-In Time & World Event System

Drop-In Time & Event System for Unreal Engine

World Manager is a lightweight Blueprint system that adds world time, day/night states, and global events to your project — without heavy sky frameworks or complex setup.

Place one actor in your level and your world becomes time-aware.

Key Features

World Time

  • Configurable day length

  • Adjustable real-time to in-game time ratio

  • Custom start time

  • Normalized time value

Day & Night States

  • Automatic detection of:

    • Morning

    • Midday

    • Evening

    • Night

  • Simple IsDay state

  • Events fire only on state changes

Lighting Support

  • Directional Light rotation driven by time

  • Light color & intensity controlled via curves

  • Skylight support

  • Designed for movable lighting

Event System

World Manager broadcasts world state changes through a clean Blueprint interface.

Other actors can react to:

  • Time updates

  • Day/Night transitions

  • New day events

No hard dependencies. No complex setup.

Example Content

The project includes simple example actors to demonstrate usage:

  • Lights reacting to day/night

  • Ambient sounds based on time

  • A simple in-game clock

These assets are examples only and can be removed or replaced.

Designed For

  • Fast prototyping

  • Time-driven gameplay systems

  • Environment logic

  • Simulation & sandbox projects

  • Developers who want clean, extendable systems

Summary

World Manager provides a central authority for world time and events.

Instead of hard-coding behavior everywhere, systems can simply react to the world.

Simple to use. Easy to extend.

World Manager v1.1 is now available

This update focuses on simplifying integration and reducing setup friction.

– Added a Blueprint Function Library to make time access and event requests easier
– Updated documentation with a clearer integration overview

Documentation:
:backhand_index_pointing_right: Documentation_WorldManager - Google Docs

A new update for World Manager – Drop-In Time & Event System is now live.

This update introduces a World Listener Component, making it much easier for actors to react to world time events such as time updates, day/night transitions, and new day events.

Active listeners now also receive the current world hour, allowing more precise control for time-based gameplay logic like NPC schedules, environment reactions, or timed gameplay systems.

This update improves integration and makes the system more modular and easier to use in real projects.

Upcoming Price Increase
With the new improvements, the base price of the asset will increase on March 12.

:globe_showing_europe_africa: World Manager Update is Live!

The latest World Manager update is here, making it even easier to build dynamic worlds in Unreal Engine.

What’s new?

:crescent_moon: Dynamic Moonlight support

:sun_behind_small_cloud: Automatic Sky Atmosphere integration

:fog: Automatic Exponential Height Fog integration

:chart_increasing: Curve-driven environment settings

:sun: Improved day & night visuals

:high_voltage: Better defaults and an improved workflow

:hammer_and_wrench: Various fixes and overall improvements

World Manager is a lightweight Blueprint framework for centralized world time, dynamic day & night cycles, multiplayer synchronization, and event-driven gameplay—all without Tick-heavy logic.

:link: World Manager now integrates seamlessly with Visual Manager through the new Directional Light Override, allowing both systems to work together while keeping world logic and visual management cleanly separated.

Visual Manager on FAB: Visual Manager – Dynamic Post Process Presets & Time of Day Integration | Fab

I’d love to hear your feedback and ideas for future updates!