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UNREAL 5.6 - Paragon GRIM Electric Explosion Apex Legends inspiration

Video resume of the idea

As part of my re-transition deeper into Unreal, I decided to build a more complex VFX: a sticky bullet that attaches to surfaces and triggers a delayed electric explosion.
Instead of faking the lightning arcs with textures, flipbopoks or distorting textures UV's, I handled them through a Blueprint using RayTrace by Channel node and spawning Niagara's directly from the impact points. This allowed the electricity to feel "more realistic" and in armony with the context.
To reinforce the sense of force, I integrated Chaos fractures on selected meshes so the explosion had real physical consequences, not just visual noise.
For the lightning on the weapon, I experimented with a multi-plane mesh approach, using vertex colors to randomize the emission of the different planes to break repetition. This gave the arcs a more organic, unstable feel.
Finally, I implemented the full logic and tested it in-context with GRIM to verify readability and gameplay clarity.
One thing I’m noticing while working in Unreal:
Blueprint-driven VFX pushes me to think more in terms of interaction and systems, not just visuals.
Still refining it but happy with the result 😊