UE5 Slash and HIs Hit VFX (with SFX)

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There are 2 types of Slash U can use.
The name of VFX has keyword: "Slash" means this VFX Niagara system is a Disc-Shape VFX.Need Rotate it via transform to match the action of Character.The name of VFX has keyword: "Trail" means this VFX Niagara system need to be attached on the weapon(mesh).Thus it will follow the Weapon automaticly.

All Materials of Trail have some Common parameter need to notice below:
"UseOwnerSpeedControlOpacity" : Opacity based on Speed of Owner(Weapon).If Owner dont move. U cant See the trail automaticly.the threshold of speed is set by "OwnerSpeedLimit"
"SpeedBoostTo Color": Extra Brightness caused by speed.Default is 0(No Speed impact Bright,The Vfx contain constant Bright). the more value it is. the more bright U get along with speed of Owner. the threshold of speed is set by "OwnerSpeedLimit".
all VFX(Niagara system) of Trail have some Common parameter need to notice below:
"FollowRate" : default is 60.If U feel the trail is too sensative jagging and overreaction.pls set it 30~45.If Ur project demand FPS:60 or higher. Set it 60+.
"Life": can see it as length of trail.
"Width": the width of trail.
"AxisOffset"If U find Ur Trail in the wrong direction. I recommand U rotate Ur trail via transfrom to match Ur weapon.Otherwise set this value to rotate the trail.

13 types of weapon VFX explain below :
Stick/Rod + PhysicHit : the basic One(optimized one).Pls Look into"NS_Hit_Stick". turn off "NoSmoke".avoid it look like frost.or leave it to became hit vfx of ice attack.
MagicStaff/Wand + WindHit: this one have particle around itself.suit ofr magic Staff.Look into "NS_Hit_MagicWand"."NoWind" determine whether be Magic hit or not.Look Into"MI_Vfx_Trail_MagicStaff_Inst".the Parameter "TopWidth" decide how Width Ur HightLight is.It simulate U have a Orb stick on the TipTop of Staff.In the same concept. there is a parameter called"JewPosOffset" in "NS_Trail_MagicStaff" simulate Ur Orb emmit magic particle.
Sword + ColdWeaponHit : Most Useful one.In the "NS_Trail_Sword".Turn on "_Enchant" to became a Magic Weapon."LightOn" provide extra favor.
Spear/Halberd + AttributeHit : the magnificent one.Look Into"MI_Vfx_Trail_Spear_InstLook ".the Parameter "TopWidth" decide how Width Ur HightLight is.It simulate U have a Spear stick on the TipTop of Stick.Massive Effect on Top. Tiny Effect on stick(handle).just Like MagicStaff one."NS_Hit_Halberd" has some Attribute Effect near the end."NoAttribute" can turn off it.If U need some Magic Hit VFX. U can use this one (NS_Hit_Halberd)
Hammer/Flail + GroundHit: this one(NS_Trail_Hammer_Cross) combine two trail across each oher to form criss coss shape trail which is suit for square profile or Round one. oppose to thin profile (like Sword).or U can use optimized version of this : NS_Trail_Fist_Optimized (Only one Trail face to camera).the Hit VFX is a decal effect on the ground.
Dagger/Knife + BlockHit : three color show from top to bottom gradiently(See MI_Vfx_Trail_TopDown3Color_Dagger ) ."NS_Hit_Block" is a Block VFX. U can turn off the refacrtion effect via "NoRefraction"."NS_Hit_Dagger" is Hit VFX for Dagger and Knife ."NoCherry" is optional.
VfxWhip/Urumi + BasicHit : the Axis is very impotant for this. in the demo Scene(OverView_DemoScene). the red arrow on the handle of whip represent the Forward direction of Caracter.the Y axis (Green Arrow ) of the Vfx (NS_Trail_VfxWhip) should oppose to Forward direction of Caracter. and the Z axis (Blue Arrow ) of the Vfx shuold face to Ground.Otherwise. it cant work properly like demo preview video.
Katana/Blade + RefractionHit : Fast Swing One(居(い)合い)."NS_Hit_KatanaBlood" has the parameter to adjust refraction.(Can be negative float ).the bigger value is.the more Refraction U get. 0 as no refraction at all.the same parameter in"NS_Slash_Katana"."OnlyRefraction" provide pure Air distortion without any other effect. "HeadFlashBoost" provide the extra HighLight simulate "居(い)合い" action of Katana.
Axe//Hatchet + FireHit : some sort of stylized one."NS_Hit_Axe" can be as a hit VFX of fire.(turn off and on via "Nofire"parameter)
CurvedSwoed/BroadSword + GushHit : a pretty one. "NS_Hit_CurvedSwordBloodDirection" is directional version of blood hit VFX. The Parameter"SpreadAngle" is adjustable.
Reaper/Scythe + RiftHit :Huge one with Broad width and slower swing speed . "NS_Hit_GroundRift" is a decal on the ground to simulate thin profile weapon hit on ground.
Claw/Talon + BloodHit:Look into "NS_Trail_Claw".Parameter called"Optimized" is a option to remove the some detail to get more Optimization result.the paramer"TrailTex_V" in"MI_Vfx_Trail_Claw_Inst" decide how many stripe U get to simulaye mark of the claw.
Fist/Gloves + KnockHit :optimized version of Hammer. suit for square profile or Round profile weapon.Uncheck "Optimized" in "NS_Trail_Fist_Optimized" provide extra detail if Need.




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