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DayNight2D Systems

Use UDayNightScheduleAsset and FDayNightScheduleEntry for reusable time windows.

Entries can filter by weekdays, months, seasons, specific dates, gameplay tags, and time ranges.

Use UDayNightRoutineAsset and UDayNightRoutineComponent for generic actor routines.

Routines are not limited to NPCs. Use them for doors, platforms, shops, enemies, objects, environmental changes, or custom Blueprint events.

Use UDayNightTimedBehaviorComponent as the base component for objects that progress over game time.

Derived components include:

  • UDayNightTimedProgressComponent
  • UDayNightRespawnComponent
  • UDayNightAvailabilityComponent

Visuals are optional. UDayNightVisualProfile exposes color pickers and brightness values for day, night, dawn, evening, and interiors.

The visual components avoid forcing post process, dynamic lights, or 3D shadows.

ADayNightTimeReplicator provides server RPCs for time, date, speed, pause, advancing, and skipping to morning.

Clients should use replicated state for UI and cosmetic interpolation.

DayNight2D does not force a custom save system.

Use FDayNightTimeSaveData, GetTimeSaveData, and LoadTimeSaveData with your own save pipeline.