Creating Complex In-Game Effects
summary
Shows a working Jacob's Ladder built from Blueprints, Cascade particles, spline Materials and Timelines that actually arcs, branches and extinguishes in sync; uses Blueprint-driven spawning to pass radius, color and branch count to child actors, single traces per arc for endpoints, and a Play Rate ramp so parent and furthest child die together. Prototype uses Noise nodes for prototyping in the Material, later swapped to textures for perf. Debugging finds over 7,000 orphaned actors when timelines miss events.
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chapters (4)
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