Weapon Graphic effects question

(Noob Warning) I want to have the “Hamon” of a katana to glow. How would i implement this in materials. any help will be much appreciated.

Hi,

There could be various solutions for this depending on what you are trying to achieve.

If you would like to simply have that part of the mesh emissive, you could apply an emissive material to that part of the mesh using UE5 Modelling Mode → Attributes → Edit Materials.

Add a material slot, populate the slot with your emissive material, select the part(s) of the mesh you would like to be emissive and then Assign the Active Material (emissive material) to the selected part(s.

If this should happen during gameplay after a certain amount of hits:

You would need to count hits. At hit 0 the emissive value is 0, after a certain amount of hits, the emissive value increases. You could use a timeline, then you could reverse the it to return the mesh to the original colour. It could look something like this:

Do your logic and then call the CE_Reverse_Emissive_Timeline to reverse the emissive value after a certain amount of time.

A material example, note that the scalar parameter would need to have the same name as set in the set scalar parameter value in the mesh BP.

There are other methods which do not involve creating a new material using texture masks, but this will do it.

I hope this helps.