BP VFX ENV SmokeFill
Features several presets as child blueprints with pre-configured settings:
- BP_VFX_ENV_SmokeFill_Area_Static
- BP_VFX_ENV_SmokeFill_Area_Dynamic
- BP_VFX_ENV_SmokeFill_Area_Falling
- BP_VFX_ENV_SmokeFill_Light
This Blueprint uses four looping textures packed into a single RGBA texture. Normal maps are included and can be enabled via the blueprint parameters.
General Parameters
Flipbook Speed— Speed of the looping flipbook animation.Sprite Size Scale— Global multiplier for sprite sizes.Sprite Size— Sprite size. Random float between Min and Max.Rotation Random Range— Random float range for initial sprite rotation.Rotation Rate— Random float range for animated rotation; value is randomly multiplied by-1so not all sprites rotate the same way.Color— RGBA sprite color (Alpha controls transparency).Emission— Brightness multiplier applied to the Color parameter.Material Index— Select one of the four textures:- 1 - Wispy smoke
- 2 - Wispy smoke (slightly larger)
- 3 - Soft billowing smoke
- 4 - Softest smoke
Camera Offset— Pushes sprites toward the camera. Useful to bring a sprite closer when it sits near a nearly-parallel wall and becomes overly transparent due to Depth Fade.Active— Enables / disables the effect.
Moving Particles
Moving Particles Spawn Rate— Number of moving particles spawned per second.Lifetime— Random float range for particle lifetime.Velocity Intensity— Random float range for velocity intensity. The velocity vector is oriented along the local X axis; rotate the actor to direct the smoke stream.Velocity Cone Angle— Cone angle within which the velocity vector direction is randomized.Drag— Damping (stopping) force applied to particles.Force Intensity— Strength of the global force applied along the force vector. The force vector is visualized with a green arrow; its rotation is controlled byForce Rotation.Force Rotation— Rotation of the force vector (visualized with green arrow).Sprite Scale Animation— Scale animation over particle lifetime: first value = multiplier at spawn; second = multiplier at end of life.Fade in / Fade Out Time— First = fade-in duration; second = fade-out duration.
Static Particles
Grid Spacing— Distance between particles in the cubic spawn volume (spawn area is controlled by actor scale).Grid Randomize Placement— Adds random offsets to the grid positions.Kill Static Particles— When checked (True), static particles in the grid will not spawn.
Dynamic Material Parameters
Use Dynamic Material— When checked, a Dynamic Material Instance is created, exposing predefined parameters for runtime adjustment.Alpha Power— Raises the alpha channel to a specified power (values > 1 increase contrast of alpha; values < 1 make alpha softer).Depth Fade Distance— Distance to nearest geometry where depth-based fading starts (geometry must render to the depth buffer to be affected).Use Normals— When checked, the material switches to the variant that includes normal maps (independent ofUse Dynamic Material).Normal Intensity— Strength of normal map influence.