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S.T.A.L.K.E.R. UE4 - Anomaly - Whirligig

An initial entry showing the visuals of the anomaly called Whirligig. Although this is strongly work in progress, the final look of the anomaly might change or be toned down depending on how the visuals fit various environments, or if the anomaly is deemed too visible. Consider this entry more of a visual showcase of an anomaly effect, and not the final product.

So what are 'anomalies'?
In the S.T.A.L.K.E.R. series, anomalies are mysterious distortions in space time that can trigger extremely dangerous pulses of physical phenomena, such as gravity, electricity, fire, ect.

An Unreal blueprint has been set up to dynamically set the size and height of the anomaly, and probability of various components spawning over time. Particle effects created using Niagara.

* Technical description of the "environmental particle" spawning system: The origin positions of the so called "environment particles" that comes off from the surrounding surfaces and are drawn in to the center of the anomaly are created dynamically. At blueprint construction or at level begin play the center of the anomaly traces the environment (raycasting for static meshes) one time for surface positions within reach and stores these positions in an array. This position array is then fed into the Niagara particle system where spawning particles pick a random position from the array to spawn at. This means that moving around the blueprint actor in the level automatically updates these positions for you and particles will always spawn on nearby surfaces, regardless of shape. Since these anomalies don't move during gameplay there is no additional raycasting beyond that initial, single trace.

Project Discord Channel: https://discord.gg/wSBw7m5X
Youtube Channel: https://www.youtube.com/channel/UCG8asYgVjHtfTmDdEPHKRPA
Facebook Page: https://www.facebook.com/stalkerue4
ModDB Channel: https://www.moddb.com/games/stalker-shadow-of-chernobyl-remastered-ue4

There is a small probability that an additional visual effect spawns as the anomaly collapses.

Technical demo: The visible components of the anomaly effect can be customized to make the anomaly more or less visible to the player. This allows subtle variations and anomalies can be "fine-tuned" depending on location and gameplay.

Technical demo: The lifetime and interval between anomaly "pulses" can be dynamically changed. This not only allows more variation, but can make anomalies appear more or less active depending on game context.

Technical demo: The origin positions of the so called "environment particles" that comes off from the surrounding surfaces and are drawn in to the center of the anomaly are created dynamically.

Read description for detailed info*

Technical demo: The number of traces for environment positions can be set depending on need.

Technical demo: The trace distance can be set how far away from the anomaly center possible surface positions can be located.

Technical demo: Direction bias can be introduced to the tracing if a certain direction is more suitable for surface positions.