How to Make a Blood Splatter Effect on Screen in Unreal Engine 5

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what's up guys welcome to new Unreal Engine Factor show and today I'm going to show you how to make a simple blood screen effect when we basically get hit it's gonna be a very easy video to follow so let's get started but first check out the link in the description to get out with some unreal ending courses on winfox so the first thing that we're going to do is basically get our blood effect image now it will need to be a PNG so it can have uh some transparency in it so you can see here with the alpha Channel how the transparency will affect it so later on we can basically plug it in in a widget and make a nice animation so we can smoothly fade from uh you know basically being invisible to just getting hit and then again back into not being visible but with a nice transition so I will not be making a whole health system in this video I do have a tutorial on that so I will be linking it in the description just in case you want to check it out so let's go ahead and just go and create a new uh user interface widget footprint it's gonna be a normal user widget this can be as soon as um WB blood effect just go ahead and open this guy up and what we're going to do is add a canvas into our widget let's go ahead and drag it into the hierarchy so now we can basically place things on our widget so the first thing we're going to add is just an image into here I'm gonna basically make it cover the whole of the screen so to do this we can just put the anchors on all the separate Corners just by clicking here and select it expands and then setting the offset to be zero zero and then option right zero and then off to button zero so basically all the offsets to be zero so now what we can do is go into the brush and just select the image that we have on our blood system so you can see that is there now I have chosen one that's very ugly you know the quality is it isn't the best one but I think it would do for now now what I'm going to do is just set the opacity the alpha to by default be a bit less because us that's visible basically because I think it's too visible so I'm gonna put it something as 0.2.3 so 0.3.35 something like that and then I'm going to just expand it a bit on the sides because it's taking up too much of the screen so I'm gonna just make it so that it doesn't occupy a lot of the screen so something like this will do the job okay so now let's go ahead and quickly make a small animation so that basically when we get hit it just doesn't appear on the screen and then go at the second after if there's a nice smoothly opacity change so what we're going to do is go into window and get our animations tab to be on button so I'm gonna rename this image in the hierarchy 2 blood image that's a bit better named and just go ahead and click the new animation is going to be and get hit for example and we're gonna go ahead and select it and then I'm gonna press uh Plus on the track I'm going to just add the blood image so this will be upload an image so basically what we're going to do is that it will start on an opacity of 1 Alpha of zero and then it will end up on a on a alpha 0.35 in the middle and then at the end it will go back into zero so I'm going to copy this value to use remember it and then we're going to do is start on the zero zero zero and basically just go into the color on opacity and put it into zero and then on here you're gonna press add keyframe for this property so it will add a keyframe on the current settings on the color on opacity then we'll go a bit forward like for example 0.50 and then we'll go ahead and open this put it as 0.35 so it's as the maximum they want to see and actually I'm going to change my mind actually increase it a bit more so 0.5 yeah whatever like this is going to be okay and we can add another keyframe and now we can go ahead and go back again like into here and open up the properties set the alpha back to zero and then just add in a keyframe so now if you go ahead and play this you can see that we have a nice um kind of appearing effect so when we get hit now has to be much faster so what we're going to do is just put this a bit in front so it's a bit I mean faster even maybe faster so I guess this cool feeling now of course I'm using a very ugly you know uh blood effect but if you were to use a better one you know one is a bit more better mate not just from Google it will definitely look a bit better so we can now compile and save this and just go into our third person map and we're going to do is go into my um third person blueprint character of course you can use rotary character you want I'm just gonna find a spot over here now like I mentioned before I'm not gonna be making a health system because I do already happen to turn on that so I'll again will be limited in the description just if you want to check it out and then in the event hit you can just integrate it but basically what we're going to do is just um basically create an event any damage so when we go ahead and receive damage we want to just play this animation so uh to do this what we're going to do is go ahead and create a new widget so we're going to do is create a widget turn there we go great widget and then the class is going to be the one that we created so um it basically was blood effect so they go WB well effect the other player is going to be get player controller it's gonna be us and then the return value what we can do is right click and promote it into a variable so this will be our blood hit widget so we later can reference it again and then we're going to do is just add this into a viewport so it'll just appear basically on our screen now we don't want to create a new uh widget every time we get hit because if we already have one created we want to reuse that one so what we're going to do is get the blood hit widget variable and then get it and then right click and convert it into a validated git so what we can do is just if it's not valid so the variable is basically empty we can create a new widget but if bits or red is a valid so basically we already have created this widget what we can do is just play the animation so to be able to play an animation from the blueprint what we're going to do is go back into the widget and then we'll go into the graph over here so we're going to go ahead and delete all this I'm gonna go ahead and create a new custom events scrubby play hit animation for example so then we will call this from the blueprint when we want to play the animation so now what we can do is see here all the animations that we have and we can see that we have get hit animation which is the one that we basically done on here so it's a simple I just get in the get hit and then you're saying play animation and that's it we don't have to change any parameters of course it won't change you know I don't know the starting time or something like that or the playback speed you can do so but I do recommend shooting that from like the animation itself but yeah now we can compile and save and go back in a third person character and then we're going to use get B uh widget and you say and play hit animation basically called defunct the custom event that we have just created and then we can do so again over here so let's go ahead and copy this and at the end just paste it over here so now if we compile and save we have to do one more thing and it's basically call this event of course if you follow my health system tutorial and you just plug this in at the end it will already work but because I don't have a health system right now set it up I'm gonna make it that for example if I press a specific key I would just you know do damage to myself just to try it out so for example the b key and so you're just gonna say um apply damage and then the damage actor I can just say is going to be self so basically ourselves and then I'm just going to make for example one of damage it doesn't really matter but there we go so now we compile and save and now if we press play and I go ahead and press the B you will see that the uh image effect does happen and it looks really cool so this one will happen every time that we actually get hit now if you want to change a bit of how the um the opacity will look you can just go ahead and edit over here just change about the opacity basically increase it a bit and then over just delete the keyframe and then again change the opacity a bit more and then you can just add again the keyframe and it will be back to normal but now it might be a bit more visible so it's basically how you decide you want it to look yeah guys that was its throw and you enjoyed I found helpful I really appreciate you for that video And subscribe to my channel I have lots of Unreal Engine tutorials to this one so if you want to check it out go ahead check out the links in the description for always on Android courses and check out my steam game also and with all said bye bye [Music]
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Channel: Gorka Games
Views: 13,880
Rating: undefined out of 5
Keywords: games, videojuegos, unreal engine, unreal engine 5, ue5, blood hit effect, tutorial, quixel, megascans, unreal engine blood splatter, blood hit indicator unreal engine 5, ue5 blood hit effect, ue5 blood ht effect tutorial, ue5 how to make a blood screen effect, unreal engine 5 blood splatter indicator, unreal engine 5 how to make an image effect appear on screen, ue4, unreal engine 5 image splatter tutorial, ue5 blood hit effect on hit tutorial, screen effect blood hit in ue5
Id: ocSfp1YsW24
Channel Id: undefined
Length: 9min 33sec (573 seconds)
Published: Wed Dec 07 2022
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