Thank you. I’m trying to get my head around the logic for the lightning your using in the level blueprint (i see now why i couldn’t find it in the sky blueprint haha). I think I’m going to try and add your level blueprint logic into the sky blueprint and drive it based on the stormy weather. In the update weather ill branch on the array and if = stormy I’ll set lighting. Thanks so much.
Ok. In my setup I added a branch on set preset by index function. Near the set weather preset target i pulled the pin into a branch that checks equal to WP_Stormy if true i set lightning. If false i set Lightning interactions to 0. Fixed me up where I only wanted lighting during stormy weather on dynamic system. I also made adjustments to the min/max delay in the class settings for the LP Preset. I think I’ll look into a way to create lightning bolts in the distance to add to the effect.
Is this in the version published on marketplace? I see the events but its never called in the bp from what i can tell.
Yes, this feature was released in the version 1.6. Just open the second demo map called “FastStylizedProceduralSkyAnimeMap” 🙂
Thank you. I’m trying to get my head around the logic for the lightning your using in the level blueprint (i see now why i couldn’t find it in the sky blueprint haha). I think I’m going to try and add your level blueprint logic into the sky blueprint and drive it based on the stormy weather. In the update weather ill branch on the array and if = stormy I’ll set lighting. Thanks so much.
I will think about the combination of lightning with presets.
Ok. In my setup I added a branch on set preset by index function. Near the set weather preset target i pulled the pin into a branch that checks equal to WP_Stormy if true i set lightning. If false i set Lightning interactions to 0. Fixed me up where I only wanted lighting during stormy weather on dynamic system. I also made adjustments to the min/max delay in the class settings for the LP Preset. I think I’ll look into a way to create lightning bolts in the distance to add to the effect.