Not just the visual effects, but like you create an ice surface at (0,0) with a radius of 5, then throw a fire surface at (8,0) with a radius of 5, then around (4,0) you are gonna see an oval-ish shape water surface created not directly come from your ability but from interaction between ice and fire surface.
And after few turns, ice is gonna melt to water and the visual effect is blending with the water surface in the middle, and then fire is turning into smoke and you will see no places where you have both water surface effect and smoke cloud effect, meaning they don’t overlap at all.
How do they achieve this level of interaction and how do we simulate something similar in UE? I feel like there is probably some sort of dynamic priority system where newer surface effect is prioritized mechanically and visually, and if interaction creates a new surface effect then it would be created a new actor with higher priority, but how does this new shape gets determined I cannot tell (since it can’t be creating a circle for example, then it would overlap with the existing surfaces, so it has to be a precise shape that represents the overlapped areas