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BP VFX ENV SmokePressure

Pressure Steam — directional pressurized steam. The base effect uses three textures (packed per RGB channel). The tail section uses textures from BP_VFX_ENV_SmokeFill.

This effect supports an optional burst/pulsation mode: randomized loop and delay durations can be specified (e.g., 2–5 seconds). In the Editor the burst timing is shown as a constant preview value; in Play mode the random value is recalculated for each burst.

Features several presets as child blueprints with pre-configured settings:

  • BP_VFX_ENV_SmokePressure_Small
  • BP_VFX_ENV_SmokePressure_Medium
  • BP_VFX_ENV_SmokePressure_Big
  • BP_VFX_ENV_SmokePressure_Pulsing_Small
  • BP_VFX_ENV_SmokePressure_Pulsing_Medium
  • BP_VFX_ENV_SmokePressure_Pulsing_Big

You can deactivate the effect via the Active checkbox. Reactivate by calling the Activate VFX event from another Blueprint or Sequencer.

Parameters description

General Parameters

  • Speed — Flipbook animation speed for the effect.
  • Side Sprite Ratio — Aspect ratio for side-view sprite.
  • Scale — Overall scale of the effect.
  • Side Material Index — Select one of three side textures: 1 = big pressure steam, 2 = medium, 3 = small.
  • Color — RGBA sprite color.
  • Emission — Brightness multiplier.
  • Active — Enables / disables the effect.

Tail Parameters

  • Tail Material Index — Select one of three textures for the tail section.
  • Spawn Rate — Particles spawned per second (tail).
  • Lifetime — Random float range for particle lifetime.
  • Fade in / Fade Out Time — Fade durations for tail particles.
  • Tail Flipbook Speed — Flipbook speed for tail sprites.
  • Tail Alpha — Alpha (transparency) for tail sprites.
  • Tail Rotation Rate — Rotation speed range (randomly inverted).
  • Sprite Scale — Sprite scale random range.
  • Sprite Scale Animation — Scale animation start/end multipliers.
  • Velocity Intensity — Random velocity strength (local X-axis).
  • Drag — Damping force.
  • Spawn Height — Height at which tail particles spawn.
  • Camera Offset — Pushes sprites toward camera (for depth-fade cases).
  • Enable Collisions — Enables collisions for the tail with distance fields.
  • Collider Scale — Particle collider scaling.

Pulsation Parameters

  • Pulsation — Enables burst/pulsation logic.
  • Loop Time — Random float range for burst loop duration.
  • Delay Time — Random float range for pause between bursts.
  • Fade Time — Fade-in/out time for burst.

Base Dynamic Material Parameters

  • Base Use Dynamic Material — Create dynamic material instance for base when enabled.
  • Base Alpha Power — Power applied to base alpha channel.
  • Base Color Power — Power applied to base color (affects contrast).
  • Base Brightness — Value added to base texture (clamped 0–1).
  • Base Depth Fade Distance — Base depth-fade distance to geometry.
  • Base Use Normals — Use normal-mapped base material variation when enabled.
  • Base Normal Intensity — Strength of base normals.
  • Base Camera Fade Distance Min/Max — Camera-based transparency multiplier: at maximum distance = 1, at minimum distance = 0.

Tail Dynamic Material Parameters

  • Tail Use Dynamic Material — Dynamic material instance for tail when enabled.
  • Tail Alpha Power — Power applied to tail alpha.
  • Tail Depth Fade Distance — Tail depth-fade distance.
  • Tail Use Normals — Use normal-mapped tail material when enabled.
  • Tail Normal Intensity — Strength of tail normals.
  • Tail Camera Fade Distance Min/Max — Camera-based transparency min/max for tail.