Hello everyone! Today, we'll be replicating a health kit from the game Solar Ash in Unreal Engine.
Here is my final interpretation:
Specifically, we'll be replicating the behavior and vfx of how the kit responds to a player already at full health. The game signals this item is unusable via a multipart glitch effect.
Lets start simple with the case breaking open.
Using any event (an overlap volume here for simplicity), use the following nodes to hide the undamaged heath kit housing, and make a damaged version visible. I also recommend enabling a small niagara system to accompany the transition. The "Do Once" node is sometimes necessary for niagara systems misbehaving.
Should look something like this:
Next, we'll handle the material for the consumable. I'm using some masks here to differentiate parts of my mesh. Be sure to set your shading model to unlit. Include a fresnel to add that techy, holographic feel.
Now comes the fun part! That sweet glitch effect. If you reference the video above, the glitch effect moves with the camera. Use a screen-aligned texture for that. Take care with your parameter names, as we'll be using those in the BP soon.
Plugging this into your emissive will result in this:
Next, we'll animate this mask with the blueprint like so:
I recommend playing with the timelines for effect.
Now, connect both segments of your material with a lerp.
This code will control that lerp, changing the value between 0 and 1 as the player approaches.
Vertex manipulation is next. Try some variation of this in your material:
In your Blueprint, use one loop to switch out which texture is being used for displacement, and have another loop randomly set the intensity of the effect.
After a few small adjustments for art direction, you're home free.




















