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.
Per-channel toggle
Section titled “Per-channel toggle”Each light channel has its own toggle on BP_DynamicVolumetricSky:
| Setting | What it does |
|---|---|
| Enable Custom Sun Light | When on, DVS stops driving its internal sun and instead drives the actor you provide. |
| Enable Custom Moon Light | Same, for the moon. |
| Enable Custom Sky Light | Same, for the sky light. |
| Enable Custom Height Fog Light | Same, for the height fog. |
Pair each toggle with the corresponding actor reference:
| Setting | What to set |
|---|---|
| Custom Sun Light | The directional light actor you want DVS to drive |
| Custom Moon Light | The moon actor (typically a second directional light) |
| Custom Sky Light | The sky light actor |
| Custom Height Fog Light | The 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.
What this is for
Section titled “What this is for”- Engine modders who replaced
UDirectionalLightComponentwith 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.
Where to next
Section titled “Where to next”- System architecture: the system-owned actors DVS spawns by default
- Exterior lighting reference: every per-period setting that gets driven onto the chosen actor