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The FX demonstration:
Open level called Test_level to review the effects placed on the level. In the preview level the particles are intentionally looped by blueprint for preview purposes.
The pack consist of two major types of explosion effects
- Type_1 medium sized explosions
- Type_2 small sized explosions
E.g.
P_Explosion_md_01 – (Type_1)
P_Explosion_sm_05 – (Type_2)
If your project requires larger explosions just make it up from several different effects, for better performance use delays.
Feel free to contact me if you have questions or issues.
Technical Details
Features:
- These are the particle effects made inside cascade editor. The effects are optimized for real-time applications.
Type of Emitters: (CPU, MESH)
Number of Unique Effects: 20
LODs: (Yes)
Number of Materials: 21
Number of Textures: 14
Number of Unique Meshes: 1
Supported Development Platforms:
Windows: (Yes)
Important/Additional Notes:
- Some of the effects contain lights inside the cascade editor. Please remove them if you don’t need the lights, you want to add them some other way, or if having lights is too expensive for your app
- All particle elements have the decal inside the particle system. The decal is just a flat particle placed horizontally. If your environment is not flat, please or remove the BURNED_decal emitter from the particle system. Also you can use a deferred decal material called M_burned_Decal_01.
- Explosion effects have only 2 sizes (sm, med), if you want different sizes just make the new one that consists from several effects (with a little bit of delay on launching)
- If you see pixilation on the texture, it is most likely the compression issue of the UE. What you can do is open the textures with pixilation and change the compression type. Here is an example in the video below. (the issue is best seen on the green channel) https://youtu.be/JEOUy8aTUwE





