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# XWeatherEffect

UT2003 :: Actor >> XWeatherEffect (Package: Engine)

> I'm singing in the rain...

> Just singing in the rain...

> What a glorious feeling...

> I'm happy again...

There's cool weather in UT2003. You can see it in action in maps such as the DE Bonus Pack's GrendelKeep.

Note that xWeatherEffect is only visible at higher detail settings. This might make Emitter or xEmitter more attractive for weather effects if you want absolutely every player to experience the weather. However, you should be able to force high detail in Level Properties → advanced. (but wouldn't that be a bit rude to the player?)

## Quick Start (snow)

1. Add the xWeatherEffect Actor
2. Set The Resource Property Display → Skins[0] to FinalBlend'EmitterTextures.MultiFrame.SnowFB'
3. Tweak the area of effect (the position variable) and any other settings as nessesary.
4. Go play in the snow.

## Excluding volumes

To exclude vertain Volumes from the weather effect, match these tags:

- xWeatherEffect: Events → Tag
- The relevant Volumes: Events → Tag

## Related Topics

- Particle System

ZxAnPhOrIaN: How do you have snow in a given spot, not globally. I want it to snow on earth, but not in Heaven and Hell. Any help? should i Exclude a Volume?

Wormbo: You'd have to exclude lots of volumes then. Maybe using an Emitter or XEmitter to create the snow effect would be easier here? I don't know about the performance impact, though.

ZxAnPhOrIaN: Should i make a volume that encompasses the smaller volumes and set the priority of it to be greater?

Foxpaw: I believe you need to set the priority of the large volume to be lesser than the ones that you want to override it.. (That part I think is correct. The following I'm sure about though.) I'd put one big volume over the heaven area and one over the hell area. Then assign the same tag to all of the volumes except those on Earth.

Category Class (UT2003)

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