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Tech VFX for scalability setup in Unreal Engine 5

Tech VFX art related to current project on Unreal Engine 5.
the project requiring scalability sollutions for a game meant to be developed mainly on mobile for a wide range of devices, android and Ios from low end devices such as galaxy s6 or iphone6 to high end such as galaxy s23 and iphone 12 pro.
long term target plattforms also include console and PC.
contains custom sollutions for niagara modules in unreal engine 5, blueprint tools to bake down niagara effects and scalability sollutions in materials.

Quick overview of a very basic effect comparison after creating custom Modules in Niagara

Tried niagaras integrated baker, but it didnt work for regular effects (non fluid simulations) so i had to create a blueprint based flipbook baker. Its used for the lowest LOD of any effect to be able to spawn just 1 particle on very far distance.

Tried out custom scalabilty sollutions, but as we zoom in our game by changing the FOV of a camera, it wasnt working. so i had to write a scalability module which is respecting the FOV of the camera. it also contains an example result of my flipbookbaker

Blend out particles if coming too close, prevents whole screen to be full of translucent particles. added switch to be able to activate it only on low end devices.

Motion vector material, with dynamic switches for different plattforms ( IOS Android PC ...) and different scalability settings (Low end to high end)

Motion vector material, with dynamic switches for different plattforms ( IOS Android PC ...) and different scalability settings (Low end to high end)