Tag Spraying System

Tag Spraying System, was originally designed to just be an animated tag system. As I researched what games do this, I saw certain games have really expansive systems. I attempted to build the system that has what some of these other games have as features. Finding out how to prevent back face projection and stopping the decal from projecting on other surfaces Took quite some time

it includes a basic spraying character animation, VFX and 3D model of a spray can. But the main purpose of the asset is the animated sprayed decal.

Demonstration Video

Replicated Demonstration Video

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Important/Additional Notes:

I haven’t found a sensible way to prevent certain decals projecting onto the character. If your project requires decals on characters, this may lead to problems.

Technical Details

Features:

  • No back face projection / Flat angled surface stretching.
  • Detailed and well commented logic
  • Logic for setting and maintaining a maximum decal actors
  • Latest sprayed tag is always on top
  • Animated effect on the decal material. + Basic Character animation
  • Scaling decal based on distance to surface
  • Angular detection/calculation, determines if its walls or floors and changes how it sprays accordingly.

Number of Blueprints:

There is a Function Library that contains the main calculations.

There are 2 blueprint components (Tag Spraying Component, and Exclusive Taggable Actor)

The example character BP has input examples on initiating the tag spraying

there are 2 other blueprints:

  • A Spray can actors
  • The New Decal Actor

There are replicated versions of these 2 blueprints and the Tag Spraying Component.

Number of Asset Elements:

  • Materials: 3
  • Material Instance: 2
  • Sounds Waves: 2
  • Textures: 13
  • Texture Resolutions:
  • 1024 x 1024: 9
  • 2048 x 2048: 3
  • 2048 x 1024: 1

Network Replicated:

Yes – May need some improvements.

(Custom URL Images not replicated currently)

Documentation


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