- This week I really started to focus on the post processing effect that I wanted to trigger when the player looks at Medusa. To do this I utilized this tutorial to get me started, and mended it to fit my needs.
- I also worked on a HUD display to slowly appear with the post processing effect by linking both of their alpha values together
- With the effect, I want to add an SFX that sounds like rocks cracking, but during my testing, I realized the way I triggered it made the fx play every tick that the player was looking at Medusa, so the fx played about 5 times a second, and sounded incredibly bass boosted. So, I'll need to continue looking into that next week.
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Within the blueprints of the HUD Widget, we get Medusa from her blueprint and set her alpha value to the widget value, 'A' |
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Create a bind within the widget menu, and link the value, 'A' to the alpha channel |
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Now within our Medusa blueprints, if 'Should Glow' is true, it triggers a timeline to gradually increase the alpha value to 1, making the post processing effect visible |
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To link up Medusa's eyes with her animations, set the parent socket to a joint. Braden helped set me up for this by preparing joints located at her eyes. |
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To create distortion, I used a normal for a stone texture and plugged it into the WorldAlignedTexture node, which spreads it along all surfaces. |
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This controls the color of the effect, and gradually changes based on the distance away from the player. |
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This is the overlay I'm using in the HUD, that appears with the post processing effect. I will do another pass on the image to add more details, this is currently being used as a placeholder. |
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My work logged into Perforce |