I built a Blueprint-based Day & Night + Calendar System for UE5 — Looking for Developer Feedback

Hello everyone,

I recently finished and released a Blueprint-based Dynamic Day & Night System for Unreal Engine, and I’m looking for feedback from other Unreal developers.

The goal was to build something more useful than a simple sun-rotation system. I wanted the system to connect game time, calendar progression, seasons, lighting, sky transitions, and time-based gameplay interactions in one reusable setup.

The current system includes:

  • Dynamic day/night cycle with smooth transitions
  • In-game calendar with minutes, hours, days, months and years
  • Four-season support
  • Configurable sun and moon rotation
  • Dynamic sky horizon and zenith color transitions
  • Seasonal sun colors
  • Rest / sleep functionality
  • Time fast-forward to a target wake-up hour
  • Optional time/date/season HUD
  • Blueprint functions and event dispatchers for gameplay integration
  • Designer-friendly exposed settings
  • Support for custom game calendars in addition to the real-world-style calendar mode

One of the design goals was to keep the system easy to integrate: add BP_DayAndNightManager to the level, configure the exposed settings, and then build gameplay systems around the time information it provides.

I have also tried to keep the system flexible enough to act as a foundation for future environmental features such as dynamic weather and other time-dependent gameplay systems.

The system is now available on Fab, but I’m posting here primarily to get developer feedback, not just to promote the product.

I’d especially like to hear from developers who work on RPGs, survival games, open-world games, simulations, or other projects where time and environmental state matter:

1. What features would you expect from a reusable day/night and calendar system?

2. Would you find the current Rest / Fast Forward workflow useful in your own project, or would you approach time skipping differently?

3. Are there any configuration options you would expect to be exposed to designers that are currently missing?

4. What would you consider the most valuable next step for this system — dynamic weather, NPC schedules, moon phases, seasonal gameplay effects, or something else?

I would genuinely appreciate technical feedback, criticism, or suggestions from the community. I’m particularly interested in hearing what would make a system like this more useful in a real production project.

Fab: Dynamic Day & Night System – Calendar, Seasons, Rest & Time Control | Fab

Thanks for taking the time to have a look!