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Shield Break

Defense · Volume 1

A shield-shaped perimeter fractures outward, pushing its pieces away from the contact.

Use: A shield or barrier breaking.

Top: Original · Fine / smooth. Bottom: Chunky / step 3 · Bold / step 6. Matched preset framing at 60 FPS; select Play to compare.
  • Asset: NS_VX_Defense_ShieldBreak
  • Shipped path: /Game/VoxelHitPack_Vol01/Systems/VoxelDefenseHits/NS_VX_Defense_ShieldBreak
  • Presentation: Original system with three additional parameter presets.

Values below are extracted from the shipped system. Colors use linear RGBA; vector components are shown explicitly. Restart after editing, particularly counts and seed values.

Parameter Type Shipped default Hard limits Behavior and dependencies
User.AnimationFrameStep Int 1 1–12 1 = smooth. 2-12 = hold each pose for N reference frames at 60 Hz. 3 = 20 poses/sec; 6 = 10. Lifetime is unchanged.
User.ArcCount Int 120 ≥ 0.0 Layer voxel budget; 0 disables this layer. Restart after editing.
User.ArcDuration Float 0.35 ≥ 0.02 Seconds. Total Duration caps the lifetime of all layers. Requires ArcCount > 0. Cannot extend the effect beyond its total Duration.
User.ArcRadius Float 25 ≥ 0 Centimeters before Size. GridSize 0 disables snapping; Thickness controls depth scatter. Requires ArcCount > 0.
User.ArcRotationSpeed Float 200 No exposed bound Signed angular speed in degrees per second. Requires ArcCount > 0.
User.ArcSize Float 2.3 ≥ 0 Centimeters before Size. GridSize 0 disables snapping; Thickness controls depth scatter. Requires ArcCount > 0.
User.ArcSweep Float 100 0–360 Arc angular coverage in degrees; square-frame styles use 360 for a complete frame. Requires ArcCount > 0.
User.BurstRotationVariation Float 25 0–180 Maximum random yaw of the particle burst, degrees. Enabled when User.Randomize = true.
User.CameraFacing Bool true No exposed bound Face player camera 0 with real cube geometry. Off uses ImpactDirection. World-up keeps the motif upright.
User.Color Linear RGBA {“r”:0.18,“g”:0.45,“b”:0.9,“a”:1} No exposed bound Voxel combat hit control. Restart after editing for a consistent preview.
User.Duration Float 0.8 ≥ 0.05 Seconds. Total Duration caps the lifetime of all layers.
User.FlashCount Int 24 ≥ 0.0 Layer voxel budget; 0 disables this layer. Restart after editing.
User.FlashDuration Float 0.065 ≥ 0.008 Seconds. Total Duration caps the lifetime of all layers. Requires FlashCount > 0. Cannot extend the effect beyond its total Duration.
User.FlashIntensity Float 5 No exposed bound Voxel combat hit control. Restart after editing for a consistent preview. Requires FlashCount > 0.
User.FlashSize Float 12 ≥ 0 Centimeters before Size. GridSize 0 disables snapping; Thickness controls depth scatter. Requires FlashCount > 0.
User.FragmentColor Linear RGBA {“r”:1,“g”:0.58,“b”:0.16,“a”:1} No exposed bound Voxel combat hit control. Restart after editing for a consistent preview. Requires FragmentCount > 0.
User.FragmentCount Int 32 ≥ 0.0 Layer voxel budget; 0 disables this layer. Restart after editing.
User.FragmentDuration Float 0.42 ≥ 0.02 Seconds. Total Duration caps the lifetime of all layers. Requires FragmentCount > 0. Cannot extend the effect beyond its total Duration.
User.FragmentSize Float 4 ≥ 0 Centimeters before Size. GridSize 0 disables snapping; Thickness controls depth scatter. Requires FragmentCount > 0.
User.FragmentSpeed Float 85 No exposed bound Voxel combat hit control. Restart after editing for a consistent preview. Requires FragmentCount > 0.
User.Gravity Float 35 No exposed bound Voxel combat hit control. Restart after editing for a consistent preview.
User.GridSize Float 1.3 ≥ 0 Centimeters before Size. GridSize 0 disables snapping; Thickness controls depth scatter.
User.ImpactDirection Vector3 {“x”:0,“y”:0,“z”:0} No exposed bound World-space plane normal when CameraFacing is off; normalized internally. Zero falls back to -X.
User.ImpactRotation Float 0 No exposed bound Rotation within the hit plane, in degrees.
User.Intensity Float 2 ≥ 0 Voxel combat hit control. Restart after editing for a consistent preview.
User.RandomizationStrength Float 1 0–1 Master variation strength, clamped 0..1; 0 preserves authored appearance. Enabled when User.Randomize = true.
User.Randomize Bool true No exposed bound Enable extra voxel variation. Restart after changing seed or toggle.
User.RandomSeed Int 0 No exposed bound 0 chooses a fresh variation each activation; nonzero repeats a chosen variation. Restart after editing.
User.RayCount Int 420 ≥ 0.0 Layer voxel budget; 0 disables this layer. Restart after editing.
User.RayDuration Float 0.45 ≥ 0.02 Seconds. Total Duration caps the lifetime of all layers. Requires RayCount > 0. Cannot extend the effect beyond its total Duration.
User.RayLength Float 38 ≥ 0 Centimeters before Size. GridSize 0 disables snapping; Thickness controls depth scatter. Requires RayCount > 0.
User.RayWidth Float 4.5 ≥ 0 Centimeters before Size. GridSize 0 disables snapping; Thickness controls depth scatter. Requires RayCount > 0.
User.ResidualColor Linear RGBA {“r”:1,“g”:0.3,“b”:0.025,“a”:1} No exposed bound Voxel combat hit control. Restart after editing for a consistent preview. Requires ResidualCount > 0.
User.ResidualCount Int 12 ≥ 0 Layer voxel budget; 0 disables this layer. Restart after editing.
User.ResidualDuration Float 0.55 ≥ 0.02 Seconds. Total Duration caps the lifetime of all layers. Requires ResidualCount > 0. Cannot extend the effect beyond its total Duration.
User.ResidualSize Float 1.3 ≥ 0 Centimeters before Size. GridSize 0 disables snapping; Thickness controls depth scatter. Requires ResidualCount > 0.
User.SecondaryColor Linear RGBA {“r”:1,“g”:0.94,“b”:0.7,“a”:1} No exposed bound Voxel combat hit control. Restart after editing for a consistent preview.
User.Size Float 1 ≥ 0 Voxel combat hit control. Restart after editing for a consistent preview.
User.SpreadVariation Float 0.18 0–0.9 Maximum fractional variation in particle distance from the origin. Enabled when User.Randomize = true.
User.Thickness Float 5 ≥ 0 Centimeters before Size. GridSize 0 disables snapping; Thickness controls depth scatter.
User.VoxelSize Float 2.6 ≥ 0 Centimeters before Size. GridSize 0 disables snapping; Thickness controls depth scatter.
User.VoxelSizeVariation Float 0.3 0–0.9 Maximum fractional size variation, clamped 0..0.9. Enabled when User.Randomize = true.

No exposed bound means no bound was recorded in the asset metadata; it is not a recommended operating range. Begin with the shipped values. See units and editing, stepping, and layer lifetime caps.

These are four instances of this system. Unlisted controls inherit their asset defaults. All three additional presets are parameter variations, not additional system assets.

Parameter Original Fine / smooth Chunky / step 3 Bold / step 6
RandomSeed 41 41 41 41
AnimationFrameStep 1 1 3 6
Size 1 0.9 0.95 1.12
VoxelSize Inherited 1.69 4.16 2.99
FlashSize Inherited 7.8 19.2 13.8
ArcSize Inherited 1.495 3.68 2.645
FragmentSize Inherited 2.6 6.4 4.6
ResidualSize Inherited 0.845 2.08 1.495
Thickness Inherited 4 6.75 9
ImpactRotation Inherited -12 10 24
Intensity Inherited 1.7 2 2.24

Back to catalog · Spawn in Blueprint · Orientation · Randomization