UE5 Ice and Tsunami VFX ( with SFX )

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https://www.fab.com/listings/1b1ff839-6257-48e4-995d-94961c5d4ad7
Each Ice Vfx can easily switch between two types of material (Unlit and PBR)
Unlit one can shine in the dark Environment :
Those are the Materials have prefix "MI_Vfx_Overlay_IceCrystal..."(To Lower a paremeter called "Quality" can get optimized version)
PBR one looks more realistic though :
Those are the Materials have prefix "MI_Vfx_IceReflect..."

Here are somting worth to mention below for each VFX:

*Forward_Tsunam : "TsunamiLifeTime" should be limited from 1 to 1.5,"TravelDistance" should be limited from 300 to 700,"_ComboCount" only work well in the range from 1 to 3."RippleAlpha" Could be higher.If U will~

*AOE_Tsunami: To Increase"AlpahV" can soften alpha of bottom of wave."_WaveCount" decide How many Wave to show."TsunamiLifeTime" should be limited from 1 ~1.5."RippleAlpha" Could be higher.If U will~

*DiamondStar: "SustainTime" decide How long the Diamond exist."TravelTime" decide How long the Diamond start to Appear

GlacierPoke : "_LineLength" and "SpreadWide" give u flexibility to shape Ur VFX."_PBR_BaseBrightness" can be negative value to tweak color.

*IcebergDragon : "_GapBetweenFang" decide the density of vfx."_NumOfTusk" decide How many Dragon Appear and "DoubleThenDelay" can Double the Count."Optimization" is pivotal for this VFX.U have Big Chance to Turn it on.

*AOE_IcicleBoom : To Enable "AddCenter" can fill the Center Whole of VFX.To Lower Down The Value of "Count_SumPercentage" can get more optimized result.

*Line_VerglasAntler : "_GapBetweenFang" decide the density of vfx."Trident" and "TridentWidth" give u flexibility to shape Ur VFX."_TravelDistance" and "_TravelTime" should modify each other.

Hit_BubbleWater : TravelTime" decide How long the Hit Effect start to Appear.

CrystalGuard : "Count" decide How many Crystal to show.To Enable "Optimized" Can improve Performance a lot.Turn "AddRay" Off is the most Optimized Way.

ChillSprayer + Character Freeze Material : "_Length" and "Gravity" are first Two U need to care.
Pls open BP_Tank_Blueprint.Go to a Component called "FreezeBody".U can find overylay material (MI_Vfx_Overlay_IceCrystal_Character) and Freeze VFX there (NS_AttachIceChill).For Material : U can Find a Parameter Called"_VfxMix",To Push it From 0 to 1 will show the Effect.Custom parameter :"DropDirection" ont only control which direction Ice drop also control Strength Ice drop!
For Freeze VFX : Just Let It Attaching to SkeletonMesh via Niagara System Componet.(SkeletonMesh need to enable "Allow Cpu Access" )

CoolNebula : nothing to say...

Projectile_IceicleTrue3D + Hit_Frost : Pls use BP_Projectile_IcicleTrue3D to implement.Open the BP.To Find a function :"Spawn System at Location ". "NS_Hit_Frost" be setted in the function."NS_Hit_Hoar" can be alternative option instead of "NS_Hit_Frost".
"NS_Projectile_IceMissile" be Setted in the Niagara Component.To Switch "UseHarpoon" can alter the appearance of Projectile.

*SleepInFreeze : "SustainTime" decide How long the Crystal exist. U can set it as long as U like.
"SphereMaskMix" allow U to see Who be Freezed Clearly.Try to Increase it ,Then See What Happen.To Lower Down The Value of "_ParticlePercentage" can get more optimized result.

*AOE_Sleet:"IciclepawnRate" control how many arrow will show."DisOrder" give whole AoeVFX more organic."Launch_Position" is the one U might like to tweak.

Please Enable Niagara First !! then install the package.and please Enable "generate mesh distance fields" in project setting.If You run for mobile game.Please make sure if you can use decal render in your project.
All Character Animation in this Video are for Exhibition purpose. .not Included in this Pack.




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