Website powered by

Echo-Location Version 2 TA Stuff (DareDevil 2003 Inspired) - Unreal Engine 5.7.3

Inspired by the 2003 "DareDevil" movie starring Ben Affleck.

Sound-Based Sonar Pulse Post Process Material

Render Target Driven Post Process material, running 32 instances of a "Sonar Pulse" at runtime,
Runs at 60fps stable.

Values Editable (Per Actor/Per Instance):
Pulse Max Radius
Sweep Speed
Band Width
Pulse Timer Min
Pulse Timer Max

Values Editable (Shader & MPC):
Band Falloff Exponent
Volumetric Intensity
Fade Exponent
Volumetric Noise Scale
Additional Noise Texture
Pulse Colour
Background Colour

All functionality is between the Post Process Material, and 2 Custom BFL Functions, callable in any actor.

Performant Post Process material, capable of running 32 instances of a volumetric "Sonar Pulse" at runtime, utilizing 2 separate 32bit Float RGB Render Targets

Performant Post Process material, capable of running 32 instances of a volumetric "Sonar Pulse" at runtime, utilizing 2 separate 32bit Float RGB Render Targets

Each Actor can run a custom BFL function, with its own instance of parameters:
Max Pulse Width
Pulse Wall Size
Sweep Speed (Time to max size)

Custom simple HLSL Post Process Material driven by MPC Values (Blueprint editable & instancable).
With noise Texture sample (wave distortion) and colour parameters.

Custom simple HLSL Post Process Material driven by MPC Values (Blueprint editable & instancable).
With noise Texture sample (wave distortion) and colour parameters.

Begin Play event timer (can be set up to a custom event fire also. This is for Demonstration purposes only)

Begin Play event timer (can be set up to a custom event fire also. This is for Demonstration purposes only)

"Fire Pulse" function details. 
creates a new Pulse array entry and sets to update in batch "Update Pulses" function (Next Image)

"Fire Pulse" function details.
creates a new Pulse array entry and sets to update in batch "Update Pulses" function (Next Image)

Simple Stacked for loop function on setting MPC Variables (First for loop sets each instance to be active and editable, second for loop updates MPC's for each instance (using Render target pixels for variable data storage)

Simple Stacked for loop function on setting MPC Variables (First for loop sets each instance to be active and editable, second for loop updates MPC's for each instance (using Render target pixels for variable data storage)