is something I do want to write a short tutorial / some examples on. But generally there are two approaches:
- Change the keyframe values directly. So for example you could have just one cloud keyframe, and then make blueprint calls to change its values.
- Make multiple sequences and interpolate between them. If you made one for each kind of weather you wanted then you could randomly switch to another sequence and will interpolate between the two.
There is information on how to edit a keyframe’s values in blueprint , but if there’s anything you don’t understand then do let me know and I’ll do my best to help.
Unfortunately in the current 4.1 version we are having problems with rain, so if you don’t see any rain then is probably why, but should be fixed imminently. To achieve rain you just need to set the cloud keyframe’s rain strength and cloudiness values high enough. Try increasing both until you can see the rainfall (though like I said may not work at the moment).
Nothing is locked functionality-wise, with two exceptions. If your license expires you won’t be able to edit keyframes etc, and if you purchase the full SDK ( is aimed at larger game studios) then you get access to the codebase itself. But assuming your license is valid (or your trial is still active) then you should have full functionality.