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Solar Needle Halo

Layered Variants · Volume 3

A gold lance-like fan combines branching energy and needles with a detached halo.

Use: Directional charged hits with a bright perimeter.

Top: Original · Fine / smooth. Bottom: Chunky / step 3 · Bold / step 6. Matched preset framing at 60 FPS; select Play to compare.
  • Asset: NS_VX_EnergyHit_13_SolarNeedleHalo
  • Shipped path: /Game/VoxelHitPack_Vol03/Systems/VoxelEnergyHits/NS_VX_EnergyHit_13_SolarNeedleHalo
  • Presentation: Layered / color / composite variant.

Related base motifs: Solar Branch Star, Silver Needle Burst. The preset examples below are separate from this authored motif classification.

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 150 ≥ 0.0 Layer voxel budget; 0 disables this layer. Restart after editing.
User.ArcDuration Float 0.29 No exposed bound Seconds. Total Duration caps the lifetime of all layers. Requires ArcCount > 0. Cannot extend the effect beyond its total Duration.
User.ArcRadius Float 64.96 ≥ 0 Centimeters before Size. GridSize 0 disables snapping; Thickness controls depth scatter. Requires ArcCount > 0.
User.ArcRotationSpeed Float 40 No exposed bound Signed angular speed in degrees per second. Requires ArcCount > 0.
User.ArcSize Float 2 ≥ 0 Centimeters before Size. GridSize 0 disables snapping; Thickness controls depth scatter. Requires ArcCount > 0.
User.ArcSweep Float 360 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”:1,“g”:0.55,“b”:0.04,“a”:1} No exposed bound Voxel combat hit control. Restart after editing for a consistent preview.
User.Duration Float 0.55 ≥ 0.05 Seconds. Total Duration caps the lifetime of all layers.
User.FlashCount Int 48 ≥ 0.0 Layer voxel budget; 0 disables this layer. Restart after editing.
User.FlashDuration Float 0.05 ≥ 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 3 No exposed bound Voxel combat hit control. Restart after editing for a consistent preview. Requires FlashCount > 0.
User.FlashSize Float 21 ≥ 0 Centimeters before Size. GridSize 0 disables snapping; Thickness controls depth scatter. Requires FlashCount > 0.
User.FragmentColor Linear RGBA {“r”:1,“g”:0.55,“b”:0.04,“a”:1} No exposed bound Voxel combat hit control. Restart after editing for a consistent preview. Requires FragmentCount > 0.
User.FragmentCount Int 160 ≥ 0.0 Layer voxel budget; 0 disables this layer. Restart after editing.
User.FragmentDuration Float 0.43 No exposed bound Seconds. Total Duration caps the lifetime of all layers. Requires FragmentCount > 0. Cannot extend the effect beyond its total Duration.
User.FragmentSize Float 2 ≥ 0 Centimeters before Size. GridSize 0 disables snapping; Thickness controls depth scatter. Requires FragmentCount > 0.
User.FragmentSpeed Float 265 No exposed bound Voxel combat hit control. Restart after editing for a consistent preview. Requires FragmentCount > 0.
User.Gravity Float 55 No exposed bound Voxel combat hit control. Restart after editing for a consistent preview.
User.GridSize Float 0.45 ≥ 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 1.35 ≥ 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 720 ≥ 0.0 Layer voxel budget; 0 disables this layer. Restart after editing.
User.RayDuration Float 0.24 ≥ 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 58 ≥ 0 Centimeters before Size. GridSize 0 disables snapping; Thickness controls depth scatter. Requires RayCount > 0.
User.RayWidth Float 6 ≥ 0 Centimeters before Size. GridSize 0 disables snapping; Thickness controls depth scatter. Requires RayCount > 0.
User.ResidualColor Linear RGBA {“r”:1,“g”:0.55,“b”:0.04,“a”:1} No exposed bound Voxel combat hit control. Restart after editing for a consistent preview. Requires ResidualCount > 0.
User.ResidualCount Int 24 ≥ 0 Layer voxel budget; 0 disables this layer. Restart after editing.
User.ResidualDuration Float 0.525 ≥ 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 1.1 ≥ 0 Centimeters before Size. GridSize 0 disables snapping; Thickness controls depth scatter. Requires ResidualCount > 0.
User.SecondaryColor Linear RGBA {“r”:1,“g”:0.8425,“b”:0.664,“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 32 ≥ 0 Centimeters before Size. GridSize 0 disables snapping; Thickness controls depth scatter.
User.VoxelSize Float 1.55 ≥ 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 1.0075 2.48 1.7825
FlashSize Inherited 13.65 33.6 24.15
ArcSize Inherited 1.3 3.2 2.3
FragmentSize Inherited 1.3 3.2 2.3
ResidualSize Inherited 0.715 1.76 1.265
Thickness Inherited 25.6 43.2 57.6
ImpactRotation Inherited -12 10 24
Intensity Inherited 1.1475 1.35 1.512

Back to catalog · Spawn in Blueprint · Orientation · Randomization