Splatter in Unreal Engine
This week focused on creating splatter effects in Unreal Engine. We explored different methods for generating dynamic visual effects such as paint splashes, liquid impacts, and particle-based splatter using Unreal Engine’s visual effects tools.
During the workshop, we learned how to create and control particle systems, adjust particle behaviour, and customise parameters such as size, velocity, lifetime, and collision. We experimented with different materials and textures to achieve more convincing splatter effects and explored how particle systems can interact with the environment.
The session also introduced techniques for adding randomness and variation to effects, helping them appear more natural and less repetitive. By adjusting particle emission rates, directions, and material properties, we were able to create a range of different splatter styles.
I found this workflow particularly useful for environmental storytelling and visual atmosphere. Effects such as splashes, dust, debris, and other particle-based details can significantly improve the realism and visual impact of a scene.
The creation of the clock mechanism blueprint

Mistake attempt




Correct connection
Blueprint Creation Process
For the interaction system, I created Blueprint actors to control the floating objects in the scene. I first made a Blueprint based on an Actor class and added a Static Mesh component inside it, so different models could share the same floating behaviour.
Inside the Blueprint, I created a variable called StartLocation to record the original position of the object when the game begins. I then used a Timeline to control the object’s vertical movement, making it move up and down repeatedly after being triggered.
I also created two custom events: StartFloating and StopFloating. StartFloating plays the floating Timeline when the player enters the trigger area, while StopFloating stops the Timeline and returns the object to its original position.
In the Level Blueprint, I placed Trigger Boxes in the room and connected them to the floating object Blueprints. When the player enters the trigger area, the objects begin to float; when the player leaves, they stop and reset. To control multiple objects more efficiently, I used Actor Tags, so all objects with the same tag could be activated together.
This Blueprint system allowed me to create an interactive environment where anxiety is visualised through movement and spatial reaction.

Note: Change to movable


