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- Falsespawn from a point; when- Truespawn 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.