~/talk

Creating Complex In-Game Effects

Talkat Unreal Dev Day Montreal 2017 · on Monday, 2017-10-09· [creative-coding, web-animation]
links:none on file
slides:none on file

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.

AI-written summary · about

  1. 0:00Start
  2. 0:09Intro
  3. 1:34Jacob's Ladder Effect Demonstration
  4. 36:31Q&A
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