Before I dive into how this system works, I’d like to discuss what this system actually is. The system has 5 main parts:

Atmosphere Enum The Atmosphere Enum defines the different atmospheres the system will have. These could be weather or darkened lighting for indoor areas. The Player The Player is the actor that triggers overlaps in the zones. The Player also contains the particle system emitter that will be used for rain/snow/falling leaf particles. The Zones These are the overlap regions that will trigger atmosphere changes and particle effects when the player walks over them. An Atmosphere Manager This blueprint handles managing the atmosphere presets as the player interacts with zones. The Atmosphere Presets These are your preset atmosphere actors (organized by weather). These can include Atmospheric Fog, Exponential Height Fog, Light Sources, The Sky Sphere and Sky Lights.



All of these parts work together to create a system that changes a template particle system on your player and changes your atmospheric settings using a pre-determined list of presets. This will allow you to set atmospheric settings for different regions and spawn particles for those regions.

Now that you know what the system is, I’ll explain how I did it!