Designing and Animating a Fireball VFX in Unreal Engine 5

The emitters used here have a basic setup. I used a SimpleSpriteBurst preset for the emitter, deleted the scale and color settings, and changed the emitter loop to infinite, so the particles never seem to die until they’re overwritten by a logic that says otherwise. Next, I deleted the sprite renderer to add a mesh renderer for the rock mesh.

You may notice that there is an updated mesh orientation module in the rock mesh emitter, which was added for my intention to make the mesh keep rotating in a loop, but in the fireball VFX, it’s not very noticeable.

After that, I duplicated the emitter, deleted the mesh orientation module, and changed the rock’s mesh material in the duplicated emitter to the material animation. For this material animation, I made a material instance of the main material shown earlier and tweaked its pan and some settings by using the scalar parameters shown in the material nodes graph previously.

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