Architecture
a trigger volume that holds the settings for a specific weather zone.
a struct that defines those settings of the weather:
Key, ParticleSystem, SoundEffect, Amount, FollowingSpeed, Temp, Exposure Compensation
a single world controller that owns the Niagara, Audio, and Post-Process components and applies the incoming FWeatherData.
the player pawn; its capsule generates the overlaps.
Click to See Implementation details →
Begin Overlap:End Overlap: ClearWeatherData
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Place a BP_WeatherOverlapActor in the level to mark the area.
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In its details, fill out an FWeatherData asset (pick Niagara, Sound Cue, and values for Amount/Temp/Exposure/FollowingSpeed).
- Make sure one BP_WeatherSpawner exists in the scene. Walking into the volume will apply your setup, and leaving will cleanly revert.