This is a 'Fun'-der Magic! I've always wanted to create a spell-casting type of magic power, like in classic D&D or fantasy RPG games. So, I took the opportunity to make this awesome lightning VFX with two stages of transformation.
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A simple Burst particles created with basic niagara system
A Flip book smoke particles
Mesh renderer for small rocks and pebbles
A simple Flouting Burst particles created with basic niagara system, using Curl noise to randomize the trail
Set Up Your Materials to add more details, I got these texture on the internet very easily
Set Up Your Materials just like now we normally set up particle materials but adding panner and some math magic
Shifting the RGB mask separately and recombining them will create this cool-looking visual effect.
Here I am using Dynamic Parameter to control most of my parameters so I can later twit them in Niagara
Gradient mask to soften the edges of the mesh
apply onto the mesh ring to see the result
I made this flash of flare only 0.25 sec long, and have it size up quickly and slowly turn small to add the impact of the lighting
Here I am using the Dynamic Material Parameters to control the refraction, this allow me change the refraction over the life time of the particle with out the extra work of going in and out the blueprint, very convenient
I found these 3 flip book lighting map online, made some adjustments in photoshop
Using the Visibility Tag I was able to spawn two different sprite randomly by assigning them the visibility tag in the sprite renderer settings
Instead of using Sub UV animation to animate the flipbook, I and using the SubimageIndex from Particle Parameters that give me more control how the Sub UV is played, like this float from Curve will give different play speed to the UV, and select Float from Array can play UV animation from two different frame
How did I cut corners
Remove the rocks, smoke, Decal, flouting particles and set every thing else play in REVERSE
Remove the big rocks, smoke, and floating particles, and downsize everything else.
Set Up A Target Blue Print
Set Up an other empty Blueprint
Use the Get All Actor Of Class to as target to spawn Secondary Lighting VFX
Put in some camera shake to increase the impact of the lighting
Final result