Heavy
Physical Impacts · Volume 1
A broad luminous arc and dense voxel fragments create a large, forceful contact with a bright trailing silhouette.
Use: heavy feedback in combat.
Niagara asset
Section titled “Niagara asset”- Asset:
NS_VX_Hit_Heavy - Shipped path:
/Game/VoxelHitPack_Vol01/Systems/VoxelHits/NS_VX_Hit_Heavy - Presentation: Original system with three additional parameter presets.
Heavy control walkthrough
Section titled “Heavy control walkthrough”The Volume 1 showcase ends with eight comparisons: Size, Speed, Intensity, Color, AnimationFrameStep, VoxelSizeVariation, SpreadVariation and BurstRotationVariation. Heavy is separate from Heavy Slam.
Direct Niagara simulation verifies that BurstCount changes the main spark count and MoteCount changes the floating ember count. Restart after changing them. The unused legacy SparkCount and DustCount controls were removed during release preparation; the default effect appearance is preserved.
Supported parameters
Section titled “Supported parameters”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.BurstCount |
Int | 48 | ≥ 0 | Main outward spark count. Also drives accent bits at half the count, with a minimum of one accent bit. Restart after editing. |
User.BurstRotationVariation |
Float | 25 | 0–180 | Maximum random yaw of the particle burst, degrees. Enabled when User.Randomize = true. |
User.Color |
Linear RGBA | {“r”:1,“g”:0.42,“b”:0.08,“a”:1} | No exposed bound | Main tint of sparks, embers and ring. Flash core stays whiter. |
User.Gravity |
Float | 1 | No exposed bound | Gravity multiplier for the main sparks. |
User.Intensity |
Float | 12 | ≥ 0 | Emissive brightness multiplier. |
User.MoteCount |
Int | 65 | ≥ 0 | Number of floating ember voxels. Set to 0 to disable this layer; restart after editing. |
User.MoteDriftX |
Float | 0 | No exposed bound | Sideways drift speed of floating voxels along X. Requires MoteCount > 0. |
User.MoteDriftY |
Float | 0 | No exposed bound | Sideways drift speed of floating voxels along Y. Requires MoteCount > 0. |
User.MoteGridSize |
Float | 3 | ≥ 0 | Snaps floating voxel positions to a world grid of this size in units (e.g. 4 = voxel-grid jumps). 0 = no snapping. Requires MoteCount > 0. |
User.MoteLifetime |
Float | 1 | No exposed bound | Lifetime multiplier of the floating voxels. Requires MoteCount > 0. |
User.MoteRise |
Float | 90 | No exposed bound | Upward acceleration of floating voxels (negative = sink). Requires MoteCount > 0. |
User.MoteStepRate |
Float | 8 | No exposed bound | Choppy/stop-motion movement of the floating voxels: position updates per second (e.g. 8 = mechanical steps). 0 = smooth. Requires MoteCount > 0. |
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.SecondaryColor |
Linear RGBA | {“r”:1,“g”:0.9,“b”:0.6,“a”:1} | No exposed bound | Hot core / highlight color blended into the voxel centers. |
User.ShardGravity |
Float | 0.8 | No exposed bound | Gravity multiplier for shards and accent bits. |
User.Size |
Float | 1.8 | ≥ 0 | Uniform size multiplier for all sprites. |
User.Speed |
Float | 1.45 | No exposed bound | Multiplier for the initial velocity of sparks and embers. |
User.SpreadVariation |
Float | 0.18 | 0–0.9 | Maximum fractional variation in particle distance from the origin. Enabled when User.Randomize = true. |
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.
Exact demo overrides
Section titled “Exact demo overrides”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 |
1.8 | 1.17 | 2.88 | 2.07 |
Speed |
Inherited | 1.595 | 1.16 | 1.885 |
Intensity |
Inherited | 10.2 | 12 | 13.44 |
Related effects
Section titled “Related effects”Back to catalog · Spawn in Blueprint · Orientation · Randomization