I am looking for a way to do a radial burst in UE4.
Essentially a shockwave of smoke with sprites that play a flipbook as they dissipate.
I have tried using velocity aligned, setting the initial velocity to huge ranges but you get a square when you use a uniform with positive and negative ranges. I have then toggled ‘start velocity radial’ and I get nothing from it. Setting use extremes seems to pick the X axis, rather than the extremes of the ranges provided in the velocity distribution property.
Because I am also using a burst I would like the sprites to grow with the leading edge as the shockwave expands.
Is there something I am missing with the setup and or approach in UE4? This is unfamiliar territory to me.
The green ring expands and grows, the black ‘streaks’ expand and scale from the center with the green ring, getting bigger over their life. Sticking to the edge of the green ring.
Put it on a plane and scale the uv’s over time.
Then multiply them with some cloudy texture and scale the cloud texture slower.
then layer multiple of these over eachother.
These are all fantastic. Some of these techniques I have use in conjunction with others. So refreshing on unreal it’s good to know people are on the same page. Thank you for the help. Much appreciated.
Has anyone done this with ribbons? I am going to look adding some more detail using the particles on a surface for randomness and then see how ribbons play.