
Description
Building a reliable day/night cycle usually starts simple, then gets messy fast.
You need stable time progression, smooth visual transitions, clean gameplay hooks, and something that still performs when your project grows.
That is exactly what DayNightSystem is built for.
This plugin is written in C++ for runtime performance and stability, while exposing a Blueprint-first workflow so designers can build systems without touching code.
Drop in one manager, assign your sun + fog, and you’re live.
You get:
smooth day/night visual blending
a global world clock
weekday/calendar support
event-driven Blueprint gameplay hooks
direct Blueprint controls for setting/advancing/pausing time
And importantly: it’s practical.
No bloated framework, no forced save architecture, no unnecessary complexity.
Blueprint-First, C++ Performance
Core logic implemented in C++ for efficient runtime behavior
Event dispatchers for day/night/hour/minute updates so your gameplay can react cleanly
Key Features
One global DayNightManager actor controls world time
Smooth transitions for:
sun rotation
sun color/intensity
fog color/density
Runtime controls:
set exact time
advance minutes
pause/resume cycle
Calendar/weekday support:
start day selection
current weekday/day index queries
DayNightSubscriberComponent for plug-and-play actor subscriptions
Safe bounded stepping to reduce extreme frame-spike time jumps
Blueprint-friendly by design, production-friendly under the hood
Ideal For
survival and sandbox games
RPG schedules and shop open/close logic
farming/life sim daily loops
horror or stealth games with day/night state shifts
any project that needs predictable world time with minimal setup time
What’s Included
DayNightManager actor
DayNightSubscriberComponent
shared day/night enums/structs/delegates
Blueprint API for querying and controlling time





