UE5 Lightning & Thunder VFX

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Published on ● Video Link: https://www.youtube.com/watch?v=zlrbQsdA59Y



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That all lightning VFX have a parameter which contains surfix"Brightness" is convenient to let the lightning set well in your anti-aliasing setting of project(TAA or TSR) and bloom setting of postprocess.Tweak the parameter to get desirable result in terms of aesthetic aspect.

All VFX Display in Day and Night Lighting Once each respectively.
Here ,Go through note of each VFX below:

Lightning_Single : a simple one,The First lightning Magic lession learned from master....

Line_RamuhWalk :
Sort of projectile VFX ,but walk along Ground.If your terrain were not even."_AdaptTerrain" would be the one that U need to enable.To increase the value of "_TravelDistance" can let the vfx go further.but U might need to decrease "_GapBetweenFang" in the meantime in order to get desirable density of VFX.

Line_BoltDecend :
consist of 5 subVFX.U can set the "Count" between 1 to 5. as U like.
As well as lat one ,Sort of projectile VFX ,but walk along Ground.If your terrain were not even."_AdaptTerrain" would be the one that U need to enable."StepDistance" control how far the Vfx go."GapTime" control the interval of each sub VFX.If "SizeScaleOffsetOverTime" were bigger than 1. the lightning would grow bigger and bigger over distance .less than 1 would go opposite.

AOE_LightningArray :
A AOE Vfx, "Radius" can control the coverage of the vfx.
U can set the "Count" as mush as U like.After the Aoe VFX, RemainVFX will appear.U can modify it via"RemainVfx_Delay","RemainVfx_Duration","RemainVfx_On" ,"_AdaptTerrain(RemainVfx)"and "RemainVfxAlpha".
There is a alternative one called "NS_AOE_LightningWeather". This spawns lightning constantly instead of Bursting once.Set "ConstantDuration" and "ConstantRaye" to get your desirable result.Its suitable to be Environment VFX.

InquisitionBolt :
The Final ,Ultimate Magic with little remain lightning crawlling along ground which U learned from Ur Mater.Maybe its too overwhelming that U need to turn "Optimized" ON to keep from lag."SprayAngle" and "SubLightningAngleOffset" can the angle of SubVFX around the Main one..After the Main one, RemainVFX will appear.U can modify it via"RemainVfx_Life","RemainVfx_Duration","RemainVfx_On" ,"_AdaptTerrain(RemainVfx)",RemainVfxPushVelocity and "RemainVfxAlpha".

ElectricBeam :
"_Length" can be modified in run-time.To Turn on the parameter,"NoAirDistort" and "Optimized" , and To Turn Off "LightOn" can get more optimized version.For Hit VFX.Plz Use "NS_Hit_Constant_IonLaserAA".They both are indefinitely loop. U can deactivate them when U need them to cease.

ThunderBoost :
To Enable "Simple" can get another flavor of appearance of lightning.

ThunderWhip :
a projectile Vfx.(See "BP_Projectile_ThunderWhip")
Normally it flies straight.If U wanted it fly as parabola as Demo Video.U would like to deflect the Direction a little(Z-up) and Increase Gravity (Variable in "BP_Projectile_ThunderWhip")from 1~2 .

LightningSlash :
Plz go to the animation file," Standing_Melee_Combo_Attack_Ver__2__1_,U can find "NS_Trail_LightningSlash" is sitting on the track as a notify.This is one way to implement Trail VFX.The other way is let the VFX("NS_Trail_LightningSlash") attach to Ur weapon via niagara component."TailLength_Control" and "Width" are first two parameter U are interstting.To Enable "ModeSwitch" can get another flavor of appearance of Trail.

Buff_Lightning : nothing to mention...

BolasAxe(Bolas/Axe/Ball) :
These three all derive from "NS_BolasAxe".Default one is Bolas projectile.(See detail in Niagara Component of "BP_Projectile_Lighning_Bolas").To Enable "WheelMode" and "addTail" become Axe projectile.(See detail in Niagara Component of "BP_Projectile_Lighning_Axe"). To Enable "OneBall" become Ball projectile.(See detail in Niagara Component of "BP_Projectile_Ball_Lightning")

AttachChargeLightning :
let this VFX Attach to Skeleton Mesh via Niagara Component in Ur Character BP.Notice: Keep "LengthClampMax" always bigger than "LengthClampMin".
They limit the appearance of lightnibg around the body as a fliter in terms of length(unit : Cm).If Ur chacter were big.these two would go bigger as well.If these two value were too close each other.the condition would be so hard that its rare to see lightning to appear.Plz increase "FreQ" to get more chance to challenge the GATE between "LengthClampMax" always bigger than "LengthClampMin".
notice: Plz enable "AllowCPU Access" in Mesh Setting,otherwise the vfx cant show well.




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