HUD
*Textures created in CorelThe HUD features four main components
The Curve effect, which uses a UI retainer box and material to distort the UI, in an aim to add subtle depth
EKG / Heartrate, which uses a single material that is adjusted by the player blueprint based on the players current health
Blood Splatter, which uses a simple image and media overlay controlled by the player blueprint based on the players current health
Glitch effect, uses a UI retainer box and material to distort the UI (by a slightly randomised amount) when the player takes damage
Niagara Weapon Effects
As it takes up a larger portion of the screen, the player's pistol effect is more complex than the rifle. It has four main components, all of which have been created in Niagara
The heat Niagara effect uses refraction to distort areas of the pistol (making them look hot)
as the player gets closer to "overloading" the pistol, the effect multiplies
The origin pulse (larger part of the beam), is a Niagara beam style effect
The spray is a Niagara burst style effect
The main beam Niagara effect uses the line trace from the player, for orientation, hit location and distance
The rifle effect, used by the enemy guards, has two main components, the origin pulse and projectile.
The origin pulse is the same Niagara effect used by the players pistol, with a few adjustments to the overall shape.
The projectile is a blueprint, which is also responsible for the hit detection and damage.
This was chosen over a solely Niagara based system as using a projectile produced more accurate hit results
Environmental Assets
Trash bags
The trash bags use a basic construction script, which allows the quick and easy swapping out the model to help find the one best suited for the area
As the models are also simulation based, more can be generated and added into the blueprint
Cans
*Textures created in CorelThe cans use a construction script, which allows us to quickly and easily 'crush' the model, by switching out the mesh. It also allows the label texture to be changed
Crystals
The crystals use a construction script for their brightness and mesh. This blueprint also allows the crystals to have a hit effect, where when shot by the player they briefly change colour
The Crystal's material uses pixel depth to lower the number of sparkles and their brightness at larger distances