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IVSmoke 1.0
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Demo preset path : Plugins → IVSmoke → DataAssets
To create a new Preset, follow these steps
Content Drawer → Right-click → Miscellaneous → Data Asset → Select [IVSmoke Hole Preset]
Choose the API node that best aligns with the specific physical behavior you intend to simulate
- Penetration (Request Penetration Hole): Used for simulating high-speed, linear trajectories. This is ideal for bullet paths, railgun shots, or any projectile that pierces through smoke in a straight line.
- Explosion (Request Explosion Hole): Designed for creating spherical void areas. Use this to represent the instantaneous impact of grenades, mortar shells, or any point-based radial blast.
- Dynamic (Request Dynamic Hole): Tailored for real-time tracking. This node allows the smoke void to follow a moving subject—such as a character or vehicle—maintaining a continuous interaction as the actor navigates through the volume.
Before utilizing any Request Nodes, ensure that the **UIVSmokeHoleRequestComponent** has been added to the subject Character or Pawn class actor.
AIVSmokeVoxelVolume** actor equipped with the **UIVSmokeHoleGeneratorComponent** to generate smoke holes.
This node is used to simulate the trajectories of high-speed projectiles that pierce through smoke in a straight line, such as bullets or railgun rounds.
Trigger this node when physical detection is confirmed—specifically during events such as Hit, Overlap, or Destruction of the projectile object.
| Pin Name | Connection Value & Method | Notes |
|---|---|---|
| IVSmokeVoxelVolume | Other Actor from Overlap/Hit | Connect the IVSmokeVoxelVolume belonging to the collided smoke volume. |
| Bullet Origin | Actor's World Location | The world coordinates where penetration begins. This defines the start point for the linear trajectory calculation. |
| Bullet Direction | Actor's Forward Vector | A normalized unit vector representing the projectile's heading. It is used in conjunction with the Origin to calculate the path through the smoke. |
| Bullet Preset | Dropdown Menu | You must assign an IVSmokeHolePreset data asset. Note: The Preset type should be set to "Explosion." |
This node is used to simulate spherical (radial) void areas in smoke, typically caused by explosive devices like grenades, C4, or artillery shells.
Trigger this node at the moment the explosion is finalized. This is usually during events such as Hit (OnComponentHit), Overlap (OnComponentBeginOverlap), or when the projectile actor is Destroyed.
| Pin Name | Connection Value & Method | Notes |
|---|---|---|
| IVSmokeVoxelVolume | Other Actor from Overlap/Hit | Connect the IVSmokeVoxelVolume of the smoke volume that was hit. |
| Explosion Origin | Actor's World Location | Specifies the center of the explosion. Use the object's current world coordinates to define the axis of the spherical clearing. |
| Explosion Preset | Dropdown Menu | You must assign a valid IVSmokeHolePreset data asset. The Preset type must be set to "Explosion." |
Use this node when you need to dynamically clear smoke or maintain a hole in real-time based on the movement path of an object, such as a character or a vehicle.
This node may be triggered by the **OnComponentBeginOverlap** or **Trigger** event from the actor's CollisionComponent. Once triggered, the system will automatically track the actor and manage the smoke interaction.
| Pin Name | Connection Value & Method | Notes |
|---|---|---|
| IVSmokeVoxelVolume | Other Actor from Overlap | Connect the IVSmokeVoxelVolume belonging to the smoke volume the actor has entered. |
| Dynamic Preset | Dropdown Menu | Assign the IVSmokeHolePreset data asset. The Preset type must be set to "Dynamic." |
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