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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 -1 so 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 by Force 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 of Use Dynamic Material).
  • Normal Intensity — Strength of normal map influence.