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Weather states

DVS can produce ten weather states. Which one is active at any moment is the result of the simulated temperature, humidity, biome, and altitude, biased by your Weather Weight and Weather Frequency settings.

  • Clear Sky
  • Partially Cloudy
  • Cloudy
  • Overcast
  • Foggy
  • Light Rain
  • Moderate Rain
  • Windy
  • Light Snow
  • Moderate Snow

Whether you get rain or snow is decided by the simulated temperature: a cold biome at high altitude will see snow where a tropical biome would see rain. You do not pick “rain” or “snow” directly; you set the location, biome, time of year, and weight, and the system chooses.

Four settings on BP_DynamicVolumetricSky shape weather behavior:

SettingWhat it does
Dynamic WeatherMaster toggle. Off = weather stays fixed at whatever it currently is.
Weather FrequencyHow often weather changes. Higher = more variety per game-day.
Weather WeightBias toward precipitation. 0 = always dry, 1 = strong rain/snow tendency.
Weather Transition SpeedHow quickly one state morphs into the next. Higher = sudden weather, lower = slow drifts.

The selected Terrestrial Biome biases temperature, humidity, and weather frequency. Seven biomes ship with the system:

  • Tropical Rainforest
  • Savanna
  • Desert
  • Mediterranean
  • Temperate Forest
  • Boreal Forest
  • Arctic Tundra

A Desert biome rarely produces rain even at high Weather Weight. An Arctic Tundra produces snow far more often than rain. Pair the biome with Latitude, Altitude, and Current Month to get the climate you want without fighting the simulation.

When the active state is rainy, the system applies a screen-space rain effect through a built-in post-process material. It only shows when the camera is exposed to the sky (the indoor occlusion system suppresses it indoors).