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: whenFalsespawn from a point; whenTruespawn 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 fromUse Dynamic Material).Normal Intensity— Strength of the normal maps.