SkyScape – Ultra-realistic Weather & Dynamic Sky for UE5 [Docs + AI Assistant + Fab]

SkyScape – Ultra-realistic Weather & Dynamic Sky for UE5

Buy on Fab: SkyScape – Ultra Realistic Weather & Dynamic Sky | Fab
Docs: SkyScape Documentation
AI Assistant (Q&A): ChatGPT - SkyScape Helper
Showcase build: v1.10.0 — Coming soon. Legacy v1.4.0 below.

SkyScape is a real-time weather system and dynamic sky for Unreal Engine 5. It features seasons, physically-based sun & moon, lunar phases, configurable stars, Volumetric Clouds support, and Niagara hooks. Blueprint-first, game-ready performance, multiplayer-friendly.

Keywords: UE5 weather plugin, UE5 weather system, dynamic sky, time-of-day, day/night cycle, seasons, volumetric clouds, Niagara, blueprint weather, replicated weather, open world lighting, cinematics.


Key Features

  • Weather System

    • Presets + Random / Sequential / Weighted transitions.
    • Interval modes: Paused, Fixed Delay, Random Interval.
    • Smooth crossfades; runtime overrides and manual triggers.
  • Time & Sun/Moon

    • Runtime setters for hour/day/month/year (jump to any time).
    • Longitude, Time-zone, DST controls for accurate sun path.
    • Physically-based sun & moon, accurate lunar phases, customizable starfield.
    • Day/Night events (bindable dispatchers).
  • Thermodynamics

    • Dual Temperature Mode: Simple (legacy) / Complex (advanced).
    • Humidity, Vapor Pressure (Pv) and Saturation Vapor Pressure (Pvs).
    • Units: Celsius / Fahrenheit / Kelvin, getters (incl. string outputs).
  • Volumetric Clouds & FX

    • UE5 Volumetric Clouds ready.
    • Niagara hooks for rain/snow/fog FX.
    • Enhanced rain/snow visuals; optional rain/wind audio.
  • Save System

    • Auto-load on BeginPlay if a save exists.
    • Multiple slots & sub-slots; existence check; delete API.
    • Toggleable (levels can start fresh or continue saved weather).
  • Multiplayer & Sync

    • Replicated core variables/events.
    • Optimized online synchronization to reduce latency/jitter.
  • Authoring & UX

    • Auto-refreshing presets (edit asset → actor updates).
    • Preset Notes per asset.
    • Revamped getters/setters for granular control.
    • Blueprint-first; updated widgets; cleaner function categories.
    • Internal-only functions hidden in BP to avoid misuse.
  • Performance & Compatibility

    • Quality/performance profiles for real-time games.
    • UE 5.0–5.6 compatible.
    • Dev platforms: Windows, Linux, Mac.
    • Drop-in integration (place the Blueprint and go).

Compatibility

  • Unreal Engine: 5.0-5.6
  • Platforms (dev): Windows, Linux, Mac

Pricing

  • $19.99 on Fab.

Tutorials

Roadmap

  • More weather presets & curve tools
  • Extra multiplayer samples
  • Additional Niagara examples

FAQ

C++ required? No — Blueprint-first.
Volumetric Clouds / Niagara? Yes, both supported.
Multiplayer? Replicated variables and events for standard use cases.
Performance? Tunable quality/perf profiles; suitable for real-time games.


Legacy builds


(ES) Resumen

SkyScape es un sistema de clima y cielo dinámico para UE5 con ciclo día/noche, estaciones, nubes volumétricas e integración con Niagara.
Compra en Fab: enlace arriba • Documentación y asistente IA: arriba.
Showcase v1.10.0 en preparación; el demo v1.4.0 queda como referencia.

1 Like

How complicated is it to make a climate transition?

1 Like

Yes. You can do it with a single node. Add the “SkyScape Change Weather with Preset” node, set your preset in New Preset, and run it. Optionally use the Time output to know how long the transition takes. Screenshot attached.

Small preview of the weather presets coming in SkyScape update 1.11.
This test was done at 1440p with an RTX 3070 (8 GB VRAM) on Epic engine settings.


More presets for 1.11

Two other presets coming in the SkyScape update 1.11: Lilac Mantle and Cherenkov Veil.

Update 1.11.0 – Forecast & Custom Rain

New community preset hub: Download and use shared presets from the community at https://skyscapeue5.com/, with direct in-editor integration.

Custom Rain FX system: Drive any Niagara system as rain, interpolate exposed parameters and switch setups at runtime, fully integrated with SkyScape presets.

Forecast blueprints: Query future weather and how long remains until each transition to power UI, AI and gameplay logic.

Weather & sky improvements: Better cloud switching control, moon brightness driven by light intensity, improved thermodynamics and more stable SkySphere behavior at runtime.

Advanced save & initialization: Rewritten async LZ4 save system, new BeginPlay API queue to avoid race conditions, plus networking helpers and SkyScapeSecurityPolicy security hooks.

Developer tooling: Automatic shader priming for SkyScape materials/FX on first editor launch and a new engine porting toolkit to ease migration to new Unreal versions.

SkyScape 1.12 Preview — Custom Cloud Materials

Another feature coming with SkyScape 1.12 is now implemented: Custom Volumetric Cloud Materials.

You can provide your own cloud material and SkyScape will automatically detect its exposed parameters and integrate them into the system, allowing you to modify them directly without having to manually build a separate integration for each material.

This means SkyScape can handle the weather and environmental logic while still allowing environment artists to keep their own cloud shading and visual direction.

The video below shows the system detecting the parameters of different custom cloud materials automatically and modifying them in real time.

This follows the same philosophy as the existing Custom Niagara precipitation support: SkyScape provides the framework without forcing you to use the included visual assets.

This feature will be available in the upcoming 1.12 update, together with a significant expansion of the documentation.

SkyScape 1.12 Preview — Preset Browser

Two quick examples of the new in-editor preset workflow coming in SkyScape 1.12.

You can now browse SkyScape presets directly inside Unreal Engine, install one from the browser, and have the required assets added to the project without leaving the editor.

These two clips show the same workflow using two completely different presets, Lilac Mantle and Greyhold Skies.

The goal is simple: make discovering and trying new SkyScape environments as frictionless as possible.

The new preset browser looks like a really useful addition, especially being able to install the required assets without leaving the editor. I also like the direction with custom cloud materials, since artists can keep their own visual style while SkyScape handles the weather logic. The workflow looks much more convenient for experimenting with different environments.

1 Like

Sorry for the late reply! :sweat_smile: I’m usually much faster at replying on Discord, but apparently Fab doesn’t notify me when someone messages me through the forum XD

Anyway, yes, I’m currently working on that. I’m also refactoring a large part of the plugin’s core codebase. Functionally, it’s still mostly the same, but these refactors should make it much easier to add more features and expand the system in the long run.

Actually, in a little while I’ll be uploading one of the things I’ve been refactoring: the calendar system. I’ve been working quite a bit on that lately.