UE5 Interactive LinkChain VFX ( with tutorial )
This is blueprint based VFX pack.The main thing is how to get end point reference since the start point is just vfx itself.The second half of this video will show U how to set it.very easy though (from 1:50 ).Here is the Document of the pack below.⬇ ⬇ ⬇ https://www.fab.com/listings/5e6daae7-7e14-467c-aa27-e9698b116b057...
0:00 preview LinkChainVFX
1:10 preview LandmineVFX
1:50 get end point from Scene ( the Easist way)
2:10 get end point reference in Blueprint (via Variable : End Actor )
3:10 use Socket to get end point reference (via Variable : EndLocation )
Plz open the blueprint called"BP_TazoVfx_PlayerController_Link".Go to the comment section named"Constant Get EndLocation from character feeding into Bramble and Tentacle".See the Variable : "EndLocation" of VFX blueprint be set in every frame.(Tick Event).
Notice : If u want to use Variable : EndLocation to get end point.Plz make sure U keep Variable : End Actor as None(invalid) or it dont work.It will always go to End Actor first.(Thats Why I break the link at 4:19 )
Here,I go through some useful and Generic Variable of Blueprint below.
"EndActor": get end point reference from actor on the scene.
"EndLocation" : get end point by loaction (Vector3).This only works when "EndActor" be set None.
"LinkVfxOn" : Its a very important Variable,
This is Main Switch for all VFX. Once This one is off. All sub-Vfx will be off.U can turn on and off it during the run-time.
Plz open the blueprint called"BP_TazoVfx_PlayerController_Link".Go to the comment section named "Deactivate VFX then Destory BP".See How I Deactivate VFX by Turnning off the bool Variable"Link Vfx On" and How I spawn VFX blueprint by the function :"SpawnAvtor" with the bool Variable"Link Vfx On" turned on.
"Width" : control the width of Ribbon.
"ColorHue" : Control the Hue of LinkVFX.StartVFX.EndVFX and HeadVFX(except HitVFX).
"TransitionTime" : Control the transition of animation from start point to end point.Its important.
"U_Tile_AutoScale" : If Ur length of Link is super long or super short.I might consider check this on,Thus U can get uniform tiling without over strech.(Use "U_Tile_AutoScaleControl" to adjust the tiling).
"SelfEndMode" : Enable it to become Landmine VFX.
"SelfRadius" : Decide the Extent of Landmine VFX(If SelfEndMode is enable)
"SelfRoationSpeed" : Decide the Speed of rotate of Landmine VFX (If SelfEndMode is enable)
"CanHit" : Decide whether trigger hit vfx of not when vfx is in SelfEndMode.
"Hit_Interval" : If "CanHit" is enable. this one decide how often the HitVFX be spawned.
"SelfTargetTypes" : Filter of HitTarget to Landmine VFX. the Default value is "Pawn".
If U want use these VFX as landmine (something apppear in diablo 3).Plz take a look the setting of those VFX existing in the demo scene.
Some Exclusive Variable for each blueprintVFX note below.
BP_Link_Electric : Raise the value of "Jitter" to get madness lightning.
BP_Link_Fire : Raise the value of "SinAmplitude " to get wild version of fire."SinLength" is also worth to play around.
BP_Link_Magic :"TangentEnd" is the one U might like to set it to 0.
BP_Link_Energy:Tweak the value"_TwistStrength" to get more spiral appearance.
BP_Link_Bramble : Raise the value of "Noise" to become sportive.Raise the value of "SinAmplitude " to get wild version of fire."SinLength" is also worth to play around.To Put some value into "EndTangent" and "StartTangent" can get a Arc-like shape of Appearance.
BP_Link_BioTentacle : just a variation from BP_Link_Bramble.They share with identical Niagara VFX,but Enable the Variable : "UseBio".
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