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BP VFX ENV SmokeRising

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

  • BP_VFX_ENV_SmokeRising_Small
  • BP_VFX_ENV_SmokeRising_Big

Uses two textures packed into a single image:

  • R = Small Smoke Base, G = Small Smoke Alpha
  • B = Big Smoke Base, A = Big Smoke Alpha

Normal maps are included and can be enabled in the parameters. The trailing section uses textures from BP_VFX_ENV_SmokeFill.

General Parameters

  • General Scale — Scale of all sprites.
  • General Speed — Flipbook animation speed for all sprites.
  • Spawn From Area — If False spawn from a point; if True spawn from a plane area (plane size controlled by actor scale).
  • Active — Enables / disables the effect.

Base Parameters

Parameters for sprites forming the rising base (lower part):

  • Grid Spacing — Distance between particles in the cubic spawn volume (spawn area controlled by actor scale).
  • Grid Randomize Position — Adds random offsets to grid positions.
  • Material Index Base — Select one of two base textures.
  • Sprite Size Scale — Global multiplier for base sprite sizes.
  • Sprite Size — Base sprite size (random range).
  • Sprite Width — Width multiplier for sprites (random range).
  • Base Color — RGBA color for base sprites (Alpha = transparency).
  • Base Emission — Brightness multiplier for base sprites.
  • Base Flipbook Speed — Flipbook speed for base sprites.

Tail Parameters

Parameters for sprites in the upper / trailing part:

  • Spawn Rate — Particles spawned per second (tail).
  • Tail Material Index — Select one of two tail textures.
  • Lifetime — Randomized lifetime for tail particles.
  • Tail Flipbook Speed — Flipbook animation speed for tail sprites.
  • Tail Sprite Size Scale — Global size multiplier for tail sprites.
  • Tail Sprite Size — Tail sprite size range.
  • Tail Color — RGBA color for tail sprites.
  • Tail Emission — Brightness multiplier for tail sprites.
  • Sprite Scale Animation — Scale over lifetime (start and end multipliers).
  • Rotation Rate — Random rotation speed range (randomly inverted).
  • Fade in / Fade Out Time — Fade durations (in / out).
  • Spawn Height — Height at which tail particles spawn.

Tail Velocity And Forces Parameters

  • Velocity Intensity — Random velocity strength (local X-axis). Rotate actor to orient flow.
  • Velocity Cone Angle — Cone angle for velocity randomization.
  • Drag — Damping force.
  • Force Intensity — Strength of the applied force (green arrow). Controlled by Force Rotation.
  • Force Rotation — Rotation of the force vector.
  • Noise Strength — Noise intensity on force fields.
  • Noise Frequency — Noise frequency.

Base Dynamic Material Parameters

  • Base Use Dynamic Material — Creates dynamic material instance for base sprites when enabled.
  • Base Alpha Power — Power applied to base alpha channel.
  • Base Color Power — Power applied to base color (affects baked light/shadow contrast).
  • Base Brightness — Value added to the base texture (clamped 0–1).
  • Base Depth Fade Distance — Distance at which base sprites begin depth-fading.
  • Base Use Normals — Switch to normal-mapped base material when enabled.
  • Base Normal Intensity — Strength of base normal maps.

Tail Dynamic Material Parameters

  • Tail Use Dynamic Material — Enables dynamic material instance for tail sprites.
  • Tail Alpha Power — Power applied to tail alpha.
  • Tail Depth Fade Distance — Tail depth-fade start distance.
  • Tail Use Normals — Use normal-mapped tail material when enabled.
  • Tail Normal Intensity — Strength of tail normal maps.