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Component replacement (advanced)

If your project already uses custom directional, sky, fog, or moon actors (for a modified engine build, a special pipeline, or a custom rendering path), DVS can defer to them.

Each light channel has its own toggle on BP_DynamicVolumetricSky:

SettingWhat it does
Enable Custom Sun LightWhen on, DVS stops driving its internal sun and instead drives the actor you provide.
Enable Custom Moon LightSame, for the moon.
Enable Custom Sky LightSame, for the sky light.
Enable Custom Height Fog LightSame, for the height fog.

Pair each toggle with the corresponding actor reference:

SettingWhat to set
Custom Sun LightThe directional light actor you want DVS to drive
Custom Moon LightThe moon actor (typically a second directional light)
Custom Sky LightThe sky light actor
Custom Height Fog LightThe height fog actor

When a channel is replaced, DVS keeps computing values for it (intensity per period, color shifts across the day, shadow toggles) and pushes them onto your actor every frame. Your actor lives in the level and persists in source control; the system just drives it.

  • Engine modders who replaced UDirectionalLightComponent with a custom variant.
  • Projects with a global Sky Atmosphere instance that other systems also rely on.
  • Pipelines where lighting must come from a Sequencer-owned actor for legacy reasons.
  • Networking setups where you want to control light replication yourself.

If none of those apply, leave every Enable Custom * toggle off and let DVS own the actors itself.