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 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.