Skip to content

BP VFX ENV SmokeSmall

Small Smoke — designed for localized decoration and subtle accents.

Two textures packed via RGBA channels: - Smoke1 => R = Base, G = Alpha
- Smoke2 => B = Base, A = Alpha Normal maps are included and can be enabled in the blueprint parameters.

General Parameters

  • Spawn From Area — Spawn mode: when False spawn from a point; when True spawn from a cube area (cube size is controlled by actor scale).
  • Spawn Rate — Number of particles spawned per second.
  • Lifetime — Random float range for particle lifetime.
  • Sprite Size Scale — Global multiplier for sprite sizes.
  • Sprite Size — Sprite size. Random float between min and max.
  • Color — RGBA sprite color (Alpha controls transparency).
  • Emission — Brightness multiplier applied to the color.
  • Material Index — Select one of two textures.
  • Camera Offset — Pushes sprites toward camera to mitigate depth-fade.
  • Active — Enables / disables the effect.

Animation Parameters

  • Sprite Scale Animation — Scale multiplier at spawn and at end of life.
  • Scale Curve Power — Power applied to the scale interpolation curve (same behavior as in SmokeWispy).
  • Rotation Rate — Randomized rotation speed (randomly inverted to avoid uniform rotation).
  • Fade in / Fade Out Time — Fade-in and fade-out durations.

Velocity and Forces Parameters

  • Velocity Intensity — Random float range for velocity strength (local X-axis). Rotate actor to aim the stream.
  • Velocity Cone Angle — Cone angle for velocity direction randomization.
  • Drag — Damping force.
  • Force Intensity — Strength of the applied force (visualized with a green arrow).
  • Force Rotation — Rotation of the force vector (green arrow).
  • Noise Strength — Intensity of force noise.
  • Noise Frequency — Frequency of force noise.

Dynamic Material Parameters

  • Use Dynamic Material — Enables creation of a Dynamic Material Instance.
  • Alpha Power — Power applied to alpha channel.
  • Base Power — Power applied to the base (affects contrast of baked light/shadows). Values > 1 increase contrast; < 1 decrease.
  • Brightness — Value added to the base texture (final values clamped to 0–1).
  • Depth Fade Distance — Distance for depth-based fading near geometry.
  • Use Normals — Switches to the variant with normal maps when enabled (independent from Use Dynamic Material).
  • Normal Intensity — Strength of the normal maps.