Ground Attack VFX (with SFX )
HTML-код
- Опубликовано: 21 авг 2024
- www.unrealengi...
VFX with many types of Attack Extent : Sector Area,Straight Line Area,Circle Area,SinglePoint
NS_AberrateObelisk,NS_DashMagma,and NS_IceSpike are Sector Area VFX.
Using parameter : "_SpreadWide" to extend angle of fan.
Parameter: "LineLength" can extend the distance of path.
Low "_SpreadWide" with high "LineLength" almost became a straight line Area VFX.
Check "Adapt Terrain" can automaticlly match the Ground.Default is Off(this feature need enable Distance Fields in project setting)
NS_Lazurite is a color varient of NS_AberrateObelisk.
NS_FeudFang,NS_HuntingSharkFin are straight line Area VFX.
Using "_TravelDistance" and "_TravelDistance" to make Ur desirable result.
Parameter "_GapBetweenFang" can control the interval of cluster of particle.
default value of "Adapt Terrain" is on .Which is suitable for straight line Area VFX.
NS_BrambleTusk,NS_IceSpell and NS_StoneRush are Circle Area VFX(AOE VFX)
Use "_AllSize" and " SpikeSize" to concoct Ur own one.
Its worth to play around parameter :"BigCount" "SmallSmallCount" "SmallCount" in NS_StoneRush.
and "_NumOfTusk" in NS_BrambleTusk.
NS_BrambleTusk_5_4 is a version for UE 5.4 above
NS_LavaBurst,NS_IceSprout,NS_PoisonCannibalPlant and NS_FreezeCrystal are singlePoint Area VFX.NS_PoisonCannibalPlant and NS_FreezeCrystal can use to freeze or immobilize target.
Parameter:"NumOfStem' in NS_PoisonCannibalPlant can control the number of CannibalPlant.
Increasing "SphereMaskMix" in NS_FreezeCrystal allow U to see Who be Freezed Clearly.
Use Ice Version by Turnning on "UseIce" in NS_FreezeCrystal !!
"NoPillar" may be a good option in 'NS_LavaBurst"
"SustainTime" in NS_FreezeCrystal and NS_IceSprout can allow U decide how long the VFX can reserve before dissolving.
For Those icing VFX. U always can find a parameter called "_FlatNormalPower". boost it can get more smooth more clear Ice material looking( By removing some detail).
Decrease"_FresnelPOW" to increase Opacity.
"NS_BrambleTusk_5_4" is a version for UE 5.4 above.otherwise just use "NS_BrambleTusk"
Read the description nevermind this pack is quite amazing. It lets you easily do most of those things.
Bro these effects are dope af. I really wish devs of these asset packs did a small tutorial on how to modify their effects after you purchase them. Such as color and the mesh used. I always avoid buying these to prevent coming off as an asset flip. Great work though!
Second half of video has little demonstrate how to modify this parameters( color ),thx my friend
Great!
I just start learning about unreal engine 5
And this video is awesome
I am planning to make an open world game ( planet earth wide open world types)
And super natural powers are one of the necessary things in my project!
Anyway awesome work!
Hi! I purchased your previous packs and purchased this on also. I can clearly see that the quality of delivery improved in the latest packs. So thank you and keep it up!
I have a question: in NS_FeudFang if I set the spawn rate directly of any of the fang emitters to anything less than 3 the fang doesn't spawn at all. If I enter 4 or 5, then only 2 particles of fangs spawn. Also if I set _TravelTime to 23 seconds then the whole effect gets broken and spawns the particles only anear the 0,0,0 point. So there is some math going on somewhere. I tied to find any parameters related to that but couldn't find any. Can you please clarify how it works? My issue with this particular VFX is that I want all the sequence (the loop) to run 0.5 seconds and still cover the same distance, but the custom parameters which you have there are not solving this issue so i decided to adjust the VFX myself. Thanks!
The spawn rate almost means Spawn how many particle in one Second.If U set 1 or 2 spawn rate with very short period(EX: Setting _TravelTime to 0.5) .it almost spawn nothing at all . In Ur case. setting _TravelTime to 0.5 is for sure. then densify it via setting _GapBetweenFang to 0.5 ,Thus it should fit Ur desire!! and extreme high _TravelTime need some compensate with higher _TravelDistance.Setting _TravelTime and _TravelDistance both to 23 Can show what I mean. Thanks for Ur purchase.I remeber U bought lots of pack of mine.THX
🤟
wow
Can the damage FX be made permanent, or at least last longer?
Wait, I've an idea. Does the asset contain static meshes (and material) of the damage FX? I'm thinking this can be placed on the target mesh after the Niagara FX ends, thus resulting in a permanent damage look. Is this possible with the package?
@@patrickianperalta this pack do not contain hit vfx,u can use constant hit vfx in the pack u just bought, energy beam vfx,or use this ruclips.net/video/8zTt-fN4dX4/видео.htmlsi=OQAnItAazM6VinIl (freeze or crystal State)or buff vfx pack or ring aura vfx pack, they are indefinitely loop vfx
Just a question
Instead of firing the said things
Into one location
Can we make it fire in a continuous rate like
The 1st and 3rd one
We make it fire to many places at once (aoe)
Or a line or lines in our desired direction! 😅
Please answer this
spawn by timer in BP can do it
ruclips.net/video/YlO8VRuNA6A/видео.htmlsi=xsNmyMTPsgXozqOC&t=2384
超強的
nice but most of the effects dont work im using 5.4, I fixed it lol
@@whoodieh1z164 really!! Let me test....
After testing in 5.4,It seems to me."NS_BrambleTusk" could cause error. Any other Feedback report??Its Glad to know!!THX~
It works well in 5.4 for me !!
@@IronMouth484 Yes . I fixed "NS_BrambleTusk" . the pack is updated