Semi-Permanent Blood Droplets

Generate ten’s of thousands of instanced mesh decals while maintaining performance.

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Description

CPU Documentation: Video

GPU Documentation: Video

Are you tired of games where the aftermath of the battle disappears before the battle is even over? Do you want to give your players a sense of permanence and satisfaction as they look around at the mess their battle created?

Look no further! This particle system is designed to provide you with flexible, realistic blood droplets. It leverages the power of instanced mesh decals and randomization to give your battles a unique and bloody feel. Make each hit count and get that extra bit of oomph with gore that has impact.

The particles are lightweight and leverage expressions and curvature control to give each droplet impact.

Main Features

FAQ

Why are there floating decals?

Your collision layers/filtering has not been set up.

See this video for a quick walkthrough: Video (only needs to be done once)

I’ve set my custom collision layer, but it’s still not colliding?

You need to make sure you set the User Parameter inside the Niagara System for the collision channel

See this video for a quick walkthrough: Video (only needs to be done once)

I want to change the color of the blood, why is the particle color not affecting the decal?

Make a new material instance and set the blood colors here. Assign the new material instance to the desired systems. Particle color is not used as the blood material uses some tricks for more convincing droplet effects.

How come my GPU collision is not working?

Ensure you have distant fields enabled in your project, and use the global distant field visualizer to ensure there is enough resolution for the collision to function

See this video for a quick walkthrough: Video (only needs to be done once)

Due to some changes in the folder structure of materials, I recommend reinstalling this update from scratch.

Update Overview Video

Limitations

GPU particles only work with distant fields and the streaks will only appear on angles <90 degrees due to how collision validated is calculated. The GPU particle variants are only suitable for close-range or indoor situations. Long-range and accurate decals can be generated using the CPU particles and require less scene setup for a good result.

Disclaimer(VR users): Works in VR for 4.26+ projects only. Niagara Particles incorrectly render for Stereoscopic VR in 4.24 and 4.25 More info: https://issues.unrealengine.com/issue/UE-78764

Technical Details

Included Assets

This pack includes 16 CPU Niagara systems with 4 unique Niagara emitters and 6 Niagara module scripts. 4.26 includes 14 bonus GPU Niagara systems with 1 unique Niagara emitter. The Niagara Effect Type is configured, so these particles are ready for your game and require no additional setup. No fluid simulations are used. Each droplet is 24 tris, and each decal is 4 tris. The particle systems and 14 exposed parameters are controlled by the BP_Droplets blueprint.

Type of Emitters: (CPU,GPU)

LODs: (Yes, Niagara Effect Type included)

No. of Materials: 4 Master, 4 Instances

No. of Textures: 3

No. of Blueprints: 1

No. of Unique Meshes: 2

Supported Engine Versions

4.25 – 4.27, 5.0 – 5.3