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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.

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

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.

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.

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

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