My first post and a fyi a complete novice to ue4 blueprints and udk in general. I have several notes I’d like to cover in regards to this. Before I begin I’d like to mention that the stock particle fx are mostly obtained from ue4 marketplace.
So the questions being:
Character buffs without the use of weapons where the origin of the particle begins from the character mesh. Several key animations would be- particle expanding/contracting, particle fade in/fade out (an opacity setting), particle rotation.
Particle effects where the origin is attached to the weapon equipped. Several key animations would be- If a character does a slash with a sword, how to make an arc like effect that emphasizes the swing of the sword with an opacity setting that fades in/out as the swing animation starts and ends.
I have Blender as my external modelling software. Would I need to export the particle fx to blender and animate the effects that way? Or can it be done within the ue4 editor? Much help needed and thanks in advance!!