NOTE: I found two bugs in current release (both in rain simulation code). One in UIWeatherSimulator.uc I forgot to add two lines (which stops rain). Another in SimulatorAtmospheric.uc (simulated disappear). Other then that everything works good. Here's tut how to create full simulation. You can also create continous storm with realistic lightnings in skybox and tons of other effects.
We're going to make full simulation with all options enabled. First place one
UIFX->UIWeather->UIWeatherSimulator actor:
Group Weather_Storm:
bUseStorm - enables storm simulation on map.
bAffectLight - if true will affect UIWeatherLight and change it's brightness to StormBrightness
StormBrightness - light brightness in storm
StormProbability - probability to create storm (1.0 - 100%)
StormTime - in seconds
MinTimeBetweenStorms - re-trigger time for storm
StormEvent - event called when storm begins
Group Weather_RainAndSnow:
bUseRain - enables rain simulation on map
RainProbability - probability to trigger rain (1.0 - 100%)
RainTime - in seconds
MinTimeBetweenRains - re-trigger time for rain
RainEvent - event called when rain begins/ends
bRainOnlyInStorm - if true rain can be triggered only while storm
In group Weather_Storm change bUseStorm and bAffectLight to true. Play with StormBrightness, probability and other options in this group (chose values that most suits to your map). Then go to group Weather_RainAndSnow. Set bUseRain to true. Then in group Events, set Event to Simulation1. Play with other options and we're done with this actor.
Place as many
UIFX->UIWeather->UIWeatherLight actors as you need:
Group UIWeatherLight:
bSmoothFadeLight - light will smoothly fade to StormBrightness value (form UIWeatherSimulator). This is visible only in SP game. In Multi acts like false.
LightFadingSleep - describes how fast light fades out/in
In Events change it's tag to Simulation1. Remember that in storm all those lights will be a lot darker.
Now place
UIFX->UIWeather->UIWeather_Lightning->UILightningTrigger, set it's Tag to Simulation1, Event to Simulation1_Lightning and bSlave (in group UILightning_Trigger) to true
Group UILightningTrigger:
bSlave - if true, will be controlled by UIWeatherSimulator. If false it'll trigger lightning effects all the time. It's good to set it to false if we want to have only storm on map without any simulation stuff.
Warning: there can be only one lightning trigger on map.
Place
UIFX->UIWeather->UIWeather_Lightning->UILightningSound and set it's Tag to Simulation1_Lightning. Configure
Group UILightningSound:
LightningSound - lightning sound (used if bPlayRandomSound is false)
LightningVolume - lightning sound volume
LightningbNoOverride - if true sound will be played only after current one (if playing) ends
LightningRadius - lightning sound radius
bPlayRandomSound - if true random sound from array 'LightningSounds[16]' will be played
LightningSounds[16] - lightning sounds (random play)
numSounds - number of sounds in the LightningSounds array
Place this actor whenever player has to hear lightning sound.
Place
UIFX->UIWeather->UIWeather_Lightning->UILightningEffect and set it's Tag to Simulation1_Lightning. Configure it like standard light. Remember that it has to be very bright to give lightning effect nautural look. Set it's light type to LT_None after you're finished.
You can place one more thing to make your storm cooler. Go to
UIFX->UIBeam->UIBeamEmitter->UIThunder set it's tag to Simulation1_Lightning and initial state to ThunderRandom and
Group Beam:
bActive - is beam emittera active - change to true
Group Beam_Look:
BeamDrawScale - beam draw scale - set to 0.500000
BeamSkin - beam skin - I chose Texture'Detail.metal'
BeamStyle - draw style - set it to STY_Translucent
Group Beam_Main:
BeamSize - total beam size (in uu, if SizingType is ST_BySize) note that final beam size is rounded
BeamSegments - number of segments in beam (if SizingType is in ST_BySegemnts)
SizingType - sizing type:
ST_BySize - BeamSize defines maximum beam size
ST_BySegments - BeamSegments describes maximum beam size
BeamSprayFactor - larger it is - more strange beam shape is

- change it to 0.100000
bKeepShape - should beam have one shape (once beam is created it'll not change). - change to true
EffectArea - effect area in which beam will be spawned (random place in that area) - change it to most suitable value
BeamUpdateTime - beam update time (lower value faster updates) - leave as it is
Group Thunder:
ThunderLifeTime - how long thunder will be visible - change it to 1.100000
RandomFactor - additional random factor. Keep it small - change it to 0.9
Use it whenevery you feel it'll look good. In my opinion The best would be SkyBoxes. Remember to point it down

.
We're done with Storm. Now let's play around with rain/snow/whatever 
.
Place
UIFX->UIParticleSystem->UIParticleEmitter->SimulationAtmospheric and create you own preset or use
UIFX->UIParticleSystem->UIParticleEmitter->SimulationRainEmitter. Set it's Tag to Simulation1. Do not overuse it since too much paricles can slow game.
Place
UIFX->UIWeather->UITriggeredRainSound, configure group RainSound and set it's Tag to Simulation1. This actor must be whenever player must hear rain sound.
Wind
You can alos add wind. Add
UIFX->UIWeather->UIWind, configure group UIWindSound (WindTime and SleepWindTime) and set it's Event to Simulation1_Wind.
Place
UIFX->UIWeather->UIWindSound and configure group UIWindSound (LoopWindSound, StartWindSound and StopWindSound). Set it's Tag to Simulation1_Wind. Place this actor anywhere you want playr to hear wind. Keep in mind, that this actor can trigger actors when wind begins and untrigger when stops. So you can place
UIFX->UIParticleSystem->UIForce change it's Initial state to TriggerControl, Tag to Simulation1_Wind and configure it, so it'll affect particles (like rain/snow) when wind blows. It's also possible to create special type of plants to move when wind blows.