UE 4 Semi-Permanent Blood Droplets Crack 2022 Download

UE 4 Semi-Permanent Blood Droplets Crack 2022 Download

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

Spawn hundreds of thousand of droplet decals that can persist for as long as you like
Lightweight blueprint actor easily allows you to spawn different systems with direct access to 14 exposed parameters with no extra setup
Works on angled surfaces
GPU or CPU (GPU has more limitations but can do more effects like streaking)
Track down wounded players
Enemy AI example, with bone-attachment examples and a line-trace blood pool spawning example
Updated and maintained, UE5 friendly.

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)

Update 4.0 Changelog
Due to some changes in the folder structure of materials, I recommend reinstalling this update from scratch.

4.0.1 – Content – Added new blueprint inside Blueprints->Debug which allows you to modify the particles live in the editor with construction script. This was originally removed from BP_Droplets as it caused memory bloating due to the number of references, but has been added back to easily preview parameter changes.
4.0.1 – Bug – Fixed some material parameter settings that caused the default splash to spawn black
4.0.1 – Bug – Repaired Legacy particle references and updated to support dynamic material parameters
4.0.1 – Bug – Fixed some material parameter settings that caused the default splash to spawn red
4.0.0 – Bug – Fixed some small issues with the emitters occasionally not spawning decals
4.0.0 – Content – Complete overhaul of the particle material system
4.0.0 – Content – Particles upgraded to support dynamic material parameters
4.0.0- Documentation – New documentation added
4.0.0 – Feature – Droplet color can now be set by the particle
4.0.0 – Feature – Emissive strength can now be controlled by the particle, fading intensity over time. This allows you to create interesting effects, like lava dripping, acidic alien blood etc.
4.0.0 – Feature – Roughness can now be adjusted over time, based on decal age, making fresh blood droplets wet and shiny, and old droplets being rough and dried out.
4.0.0 – Feature – These features can all be enabled/disabled inside the new material instances. 

Downloads: show love to dev by purchasing if you can afford it

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Filename:YI_BloodDroplets.rar

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