Transferred from: http://blog.ch-wind.com/ue4-projectile-visual-effects/
Bullets can be implemented using a projectile, but to make it look more realistic, you might want to add some particle effects.
Current UE4 version 4.8.1.
The special effects of bullets are mainly implemented using particle systems, and only the decal Material are used where the effects of the projectiles are applied. The official tutorial is useful for understanding how to make a particle system. Original Tutorial Address: https://wiki.unrealengine.com/Projectile_Visual_Effects (there is a download for the relevant files in the tutorial).
The special effects are made on the basis of the first-person template that comes with UE4 and does not require beginner content. can also directly download the document at the end of the project to watch, engineering documents less than 10M, quite convenient.
play special effects.
Before making the effect, it is better to actually refer to the real world. In order to simulate good effects, it is important to observe the energy changes throughout the process. As a result, the bullet's projectile effect is observed in the tutorial. The effect is divided into flash, smoke, fragments of three sub-effects.
Flash
Flash effects use t_hit.tga stickers to make materials. The material type is modified to translucency, and the Disable Depth Test is set to Trueto ensure that the flash effect is always displayed on the surface. In the example project in the flash effect, additional near Camera Fade and depth Fade are added, which makes it more natural that the bullet has an injection angle that does not still show a halo.
Create a new particle system and modify the default emitter's material to the newly created material in the Required module. To facilitate later identification, the name of the emitter can be modified to hit. Follow the recommendations in the previous tutorial to remove the color over life module, replacing it with the Initial color and scale color/life module. On the properties of the module, the randomness of the effects is enhanced primarily by using the particle life cycle and initial size randomization.
Smoke
The first step is still to build the material, the smoke material is relatively complex. In the example, there is a near Camera fade feature added, but the material is not added in the sample project. The maps used are T_smoke and t_s_normal respectively.
In the smoke effects, the extra use of initial Rotation and initial Rotation rate is used for randomization. Add the Sphere module at the same time to apply random to the initial position and speed.
In the smoke effect, because the material uses the Macrouv, the MACROUV needs to be modified. Click the blank space in the editor to set it in the properties of the particle system. If different transmitters use different settings, you can also modify the Macrouv property in the Required module.
Broken Piece
The fragment effect is mainly implemented using the SUBUV module. Need to add acceleration module for gravity simulation, collision module for collision simulation.
The materials and tutorials in this part of the sample project are quite different, and near Camera fade and depth fade are canceled, and normals are generated in an approximate way.
Because the fragments are small, it's hard to see what's different ...
Towing
Drag-and-drop effects are also implemented by particles. The type of Ribbon transmitter is used. The speed of the Panner is not explained in the material tutorials used in the drag-and-drop section, as follows:
This section in action is important to note that the Initial Velocity module must be removed. Due to the lack of explicit in the tutorial, the results are different from what is expected.
Another example project differs in the Required module:
Screen AlignMent is set to facing Camera Position;
The Sort Mode is set to Distance to View.
Bullet and Bullets
Bullet effects are implemented using the decal materia.
A quick method is used in the material to generate an alternate normal map for testing.
There is nothing special about the material of the bullet, not the focus of the tutorial. If you use a sphere rather than a bullet, you can skip the bullet's material.
Blueprint
The actual use of the effects generated above is tested.
Add the Ribbon particle system to the component, modify the velocity and gravity settings of the projectile, and Shanping the face movement limit. The particle system and decal Materia are generated at the collision point.
Start debugging and you'll see a pretty good bullet effect.
UE4 Bullet Effects