EnvironmentSettings is an Unreal Engine plugin that recreates Burnout Paradise's Environment Settings system for time-of-day driven post effects and color grading using Timelines and Keyframes.
Each Timeline holds multiple Keyframes, each defining how the environment should look at a specific time of day (in seconds since 00:00). Every parameter from each Keyframe (such as bloom, vignette, or LUT), is smoothly blended between the previous and next keyframe based on the current time of day.
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Place the Manager Add the
BP_EnvironmentSettingsManageractor to your world. -
Connect Time of Day Implement the
TimeOfDayChangeBlueprint Interface and call it whenever the in-game time updates (for example, every in-game second). -
Assign a Timeline You can use the default Timeline included with the plugin, or create your own with custom Keyframes. To do that, just create a new Data Asset of the type
EnvironmentTimeline, and the same for each Keyframe, with the typeEnvironmentKeyframe. To assign it, simply select yourBP_EnvironmentSettingsManagerin the level and set its Timeline asset in the Details panel. -
Customize Everything Each Keyframe can define bloom, vignette, LUT, and lighting parameters (currently unimplemented, might be deleted later on if it is too difficult to implement because of the differences between Burnout Paradise's engine, RenderWare, and Unreal Engine). If you want to add new post-process effects, just extend the Data Asset and update the Blueprint logic accordingly.
Originally made for my work in progress Burnout Paradise Remake, I decided to release it here because this system is genius for environment artists and I think everyone should have access to it.
This plugin was built for research and educational purposes.
It contains data directly extracted from Burnout Paradise to reproduce its environment system for study and experimentation.
If you plan to use this in a public or commercial project, you should replace the included assets and values (LUTs, keyframes, etc.) with your own.
So, while all source code, Blueprints, and original materials in this repository are under an open-source license (see LICENSE file), those extracted data are ©Electronic Arts and are included here strictly for research and educational purposes; and may not be used in any commercial or redistributed work.