This is episode 55 of the third-person shooter series based on Unreal Advanced Locomotion System. previously we created a blood particle with Niagara to be spawned when the characters get hit by bullets. The next step is to spawn blood splatters on the ground as blood drops on the ground. For that, we need export the collision data of niagara particle collision events to blueprints. This can be done through Niagara particle callback handler interface. Let's see how to setup that today. After that, we will look into how to spawn the blood splatter decals that randomly render a frame from the sprite sheet that contains multiple blood splatters..
project files
https://www.patreon.com/posts/63654325
Thilina Premasiri
2022-04-02 06:50:19 +0000 UTCBuppy
2022-04-02 06:28:31 +0000 UTC