Documentation
Blood Pack Documentation Guide
Materials
Master Materials

M_LiquidBase Master material for particle-based effects

M_LiquidDecal_Dynamic Deferred decal but with dissolving animation functionality.

M_LiquidDecalBase Basic deferred decal-based material
Texture Samplers

The material requires 3 main maps in order to mimic a liquid-like shine
Alpha Mask Map - This is the primary source of the color modifiers, dissolve, and opacity.
Normal Map and ReflectionTexture - By sampling these two textures you mimic a fake specular behavior.
Modifiers

NormalStrength - Normal map intensity control Power - Alpha Mask exponent control used for lerping two colors Softness - Edge Softness
SpecularPower - Fake specular exponent control SpecularValue - Fake specular intensity multiplier



Niagara Effects
Stab

The Particle Effect should be towards the direction of the stab.
Slash


Bullet Hit


Splash/Burst


Splatters
Particle Decal Renderer (NEW)
- Can disable projection to Meshes using ReceiveDecals boolean. - Uses Deferred Decal rendering. Supports PBR.
- Reacts to lighting condition (LIT)


Shader Based Projection (Legacy)
- ReceiveDecals boolean wont work. - Uses Translucent Rendering (Non PBR). - A cheaper alternative if you don’t mind lighting conditions
- UNLIT



- Automatically rotate based on the normal of the collision. - Exposed Param that you can modify to create desired splatter behavior. LifetimeMultiplier ScaleMultiplier SpawnCount VelocityMultiplier
Artery/Dripping

Shader Controls

Build up animation for the puddles via Dissolve Function


Demos
Use Case - Blood Linger and Accumulation



Combine it with a decal component for an accumulation effect.


Use a curve to modify the timing in order to match blood-dripping behavior. Then use the value to drive the Dissolve parameter


Affect by DOF and Light FIX
Changing the shading to LIT





Light Intensity: 25 Lux

Light Intensity: 1 Lux

Light Intensity: 0 Lux
DOF

On the left side details panel. Find TranslucencyPass and Change to eforeDOF.


Reducing Steep Angle Artifacts (UE 5.5 Deprecated)
Decal material instances derived from master materials such as M_LiquidDecalBase
and M_LiquidDecal_Puddle
have control to lessen the decal projections artifacts.
5.5 New DBuffer Implementation
Go to Mannequin master material
Check Decal Response (DBuffer) to make sure it is Color, Normal, Roughness.
Feed DBuffer(BaseColor) with this formula
For Roughness
For Normal (1st)
For Normal(2nd)
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