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.