This sprint is all about solving problems and refining the look of the FX.
I have added a function to make the UV rotate from the center, and use that to add warps to the original texture. By doing this I get a more complex look on the ripples.
I first finds out that the final level sequence is using the animation sequence itself, rather than using blueprints for each separate sequence shots. To solve this problem, I have moved all the detection logic into a BP_Animation Notifyer State, which is then attached to the animation sequence. Right now, the trail FX will only rely on the animation sequence, no more blueprints are neede. (See Below)
After I have done this, a new problem occures. The animation sequence has changed, and is constantly updating. Each time the animators import a new animation sequence with a different name and start using the new one, all my notifyers are gone, forcing me to do all the work again. After two rounds of re-applying all the notifyers, I get informed that there's no guarantee a "final version" for the animation sequence.
At this point, I realized that since we are using a level sequence to control everything, there has to be a method to make the FXs only rely on the Level sequence itself which I always refuse to admit. Eventually I get it to work by making the trail to base on a spline and place both the trails and the ripples in to the level sequence.
(The Spline based logic)
(Stack everything into the level sequence)
The Final Look
P4 Prove