This was a cool experiment to see how I could combine the VFX with an actor to amplify its affect. I wanted it to be more of a pulse-type effect where the player could receive the energy from another source.
During the concept phase, I imagined the intial charge to be a basic lightning-type look and overtime a spark would occur. After the spark, I wanted the remains to fall down towards the ground, as if a circuit had been blown.
Source: https://tenor.com/search/electricity-gifs
The two main pieces used to make the effect were, as I called them, "surge" and "sparks."
Besides the basic particle foundations, one key element was the Beam Emitter Setup, and Beam Width. This allowed me to control the thickness of the beam which gave a more realistic effect. For example, by using the FloatCurve graph, I was able to reduce thickness at each end point.
One of the more complicated elements of the VFX was getting it to attach to an actor. Here I used a Scratch Dynamic Input which allows me to choose the actor I want to attach it to under the gameplay Details panel. I left the start point at default so I could choose where it should stay in the level.
I knew for the sparks to be more realistic, I needed to get them to move quickly and outward, as if it was a small explosion. To do this, I added a velocity pin, chose From Point and gave it a Random Range Float value so any emitter instance in the system will spark at random intervals.
Most sparks fall, so here I wanted to replicate that as well. I pushed the sparks out a bit further from the light to add an "exploding" effect.
This was really fun to work on and I'm happy I now understand how to make an effect follow an actor around. I hope to use it more in future projects!
Environment: https://www.fab.com/listings/b9266683-47f1-4905-a8e8-e605188bd50c
Guide: https://dev.epicgames.com/documentation/en-us/unreal-engine/how-to-create-a-beam-effect-in-niagara-for-unreal-engine?application_version=5.4