Real time seasonal system
With the knowledge of old UDK's Kismet, I wanted to get the hang of the new Unreal Engine 4 Blueprint system, so I decided to make a fully visual scripted seasonal chain!
There are 3 blueprints:
-Island: Handles the terrain and the main weather effects. First of all it activatesthe snow particle, freezes the water and represents snow on the terrain
via tesselation of the materials. Then it will activate a thawing process that will make it
rain, unfreeze the water and removes the snow from the terrain. Afterwards it will
start to grow grass and flowers on its skeletal mesh (mesh particles).
The skydome is also handled here, with changing sun position and lighting color.
A small sound implementation is present here as well, changing with the seasons.
-Tree: This one also tesselates itself to represent snow. When the thawing is activated,
it will decrease tesselation and spawn a dripping particle on its skeletal mesh (branches).
In spring it will grow leaves (mesh particles) on its branches that turn brown and fall off.
It will also grow blossoms and let them fly away at the end of summer.
You can copy around the tree as much as you like. In the editor you can change some
settings, like how long certain groups of leaves of that specific tree will live before
they fall off to create a certain amount of randomness.
-Controls: This handles a simple zoom and rotation of the camera around a spring arm.
There are 3 blueprints:
-Island: Handles the terrain and the main weather effects. First of all it activatesthe snow particle, freezes the water and represents snow on the terrain
via tesselation of the materials. Then it will activate a thawing process that will make it
rain, unfreeze the water and removes the snow from the terrain. Afterwards it will
start to grow grass and flowers on its skeletal mesh (mesh particles).
The skydome is also handled here, with changing sun position and lighting color.
A small sound implementation is present here as well, changing with the seasons.
-Tree: This one also tesselates itself to represent snow. When the thawing is activated,
it will decrease tesselation and spawn a dripping particle on its skeletal mesh (branches).
In spring it will grow leaves (mesh particles) on its branches that turn brown and fall off.
It will also grow blossoms and let them fly away at the end of summer.
You can copy around the tree as much as you like. In the editor you can change some
settings, like how long certain groups of leaves of that specific tree will live before
they fall off to create a certain amount of randomness.
-Controls: This handles a simple zoom and rotation of the camera around a spring arm.