Mansaf - Eye Blink Effect

Playable Demo | Setup & Preview

Blinking Effect for Unreal Engine 5

Features and Considerations:

  • Based on scientific measurements of human eye blinking, including time graphs and durations.

  • Vision becomes blurry during a blink.

  • Eyelid colors are not pure black, reflecting how humans don’t see complete black when closing their eyes.

  • You can adjust the blinking duration using the node shown in the preview.

Separate Blur Effect Node:

  • Allows customization of the in/out durations as well as the overall duration of the blur.

the eye should be two eye blink instead of of one eye

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How does this look?

2 Likes

where is the double eyelid setup in demo?

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In the demo, you can switch between one eyelid and two eyelids by pressing 4 on your keyboard.

didn’t work

The 4 key should be pressed on the number row, not the keypad. If you are already doing that, check if any lock or setting is preventing those keys from being pressed.

my version the demo only shows 1,2,3. UE5.6.1

That’s odd. The old demo did have only three. However, I updated it and it should have four now. Try downloading it from this link: https://drive.google.com/file/d/1-BtkeX67M8NpCLIYlZ1CpbEPB9ti2vX7/view?usp=drive_link

sorry, why are you passing me the demo for ? What I want is the package to be updated.

My apologies for the misunderstanding. I thought you wanted to try it in the demo before buying.
To activate the two eyelids effect, enable it where the Create Widget node is called, which is in the level blueprint of the LVL_blink map.
You can adjust the eyelid shape inside the MI_Blink material instance. You only need to create a single eyelid and the logic will automatically duplicate it for the two eyelids option.

can you please update the demo in your package with this.

Everything I mentioned in my last reply is already included in the package you have, and the screenshots were taken directly from version 5.6.1.


5.6

I see. Thanks,not very obvious as different from your demo.

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No problem. In the package the option is set directly in the setup because most players would never need to switch eyelids during gameplay. I only made it toggleable in the demo so you could preview both states easily.