Notice! - String visuals are now fixed in UE5.1
Update 1 - Improved physics interactions
Disclaimer: There is an Engine bug in 5.0 which causes the string (Cable) to have rendering issues when spawned via Blueprint, this should be fixed in 5.1. https://issues.unrealengine.com/issue/UE-149249
All blueprints give you control over:
- Speed
- Whether the balloons use Helium or not
- Which materials can be used
- Which meshes can be used
- if string is attached
- Amount of balloons spawned
Single Balloon:
Allows you to place a balloon in the level at a specific location, this blueprint is the core balloon used in the other blueprints.
Tethered Balloons:
Balloons spawn tethered to an Anchor point, they will remain attached and will move with the anchor. Simulates when a bunch of balloons are tied to the same object.
Loose Balloons:
Can choose a spawn location and change the size of the spawn box, balloons will spawn in a random location within and will not be tethered. Simulates when you want hundreds of balloons to cover an area and fly up slowly into the sky.
Technical Details
Features:
- Confetti Niagara effect spawns if a balloon pops when damaged
- Pop sound effect plays if a balloon pops when damaged
- Switch from using Air or Helium
- Coiled string can be adjusted in the material (String is using the built in Cable Plugin)
Number of Blueprints: 3
Number of Materials: 15
Number of Meshes: 5
Network Replicated: No
Supported Development Platforms:
Windows: Yes
Mac: Yes
Important/Additional Notes: Demo map has an example of how you can pop the balloons in the level blueprint