Help animating Serath Fallen Wings and using her 'Fallen' Material Functions

Hi All

I’m using the Serath Paragon character as part of my UE4 learning.

I’ve managed to find her wing animation ‘WingAlpha’ and toggle it in her Animation State Machine so her wings deploy when she jumps for example. Is there anywhere in UE4 where the wing particles can be individually inserted on to her wing bones? Is this done in a separate program? I’m curious as to how and which different particles are attached to her skeleton.

I would also love to know how to activate her fallen state. I managed to find 2 Material Functions (as copied below) and I can find particles for her ‘fiery’ wings but I am at a complete loss as to how to animate this on her Static mesh or how to activate the materials on her clothing. Can anyone point me in the right direction? I’m happy to figure it out for myself or watch any relevant tutorials but any help is appreciated.


Thanks in advance.


One attempt at a bump, really need some guidance please.

No need for an in depth answer but just point me in the right direction and I’ll be happy. Should I be posting this elsewhere in the forum?

I’m also completely new at this, but thought I would at least show you what I found out and it may help with some of what you are trying to do.

I was playing around with setting Serath’s wings to appear when collecting a ‘pick up’. This is what I have got so far: First picture is in the pickup Event Graph, Second is in the PlayerCharcter Event Graph

In the first event graph, the main event that makes the magic happen is the setting of the ‘Wings’ Variable (A Public variable I added to the Serath character).

I think you could add variable to the Serath character, something like Fallen (bool), make it public and then on an ‘event’ (for me it’s the pick up and the setting of the variable) do something like below:

Hopefully this gives you some ideas…

(Also note that currently I’m running that second graph every tick, which is stupid… but I was just trying to make it work first, better would be an event that only occurs once :slight_smile: )