Challenge
Generate stylized player’s blood that stay on surfaces and have the
player ‘s color.
player ‘s color.
Solution
The use of a niagara interface and a manager that stores the decals was the selected solution for this issue.
Dynamics Blood splashes

Niagara Interface
The Niagara consist in one emitter that spawn a burst of particle.
These particles return via a Blueprint interface the hit location and the normal hit in order to read them in blueprint for the decal manager.



Decals Manager
The decals manager centralize all decals in the scene.
It uses a custom event provided by the game designer that return the player that have been hit and their ID in order to assign custom colors to the decal corresponding to the player’s color.
The direction is calculated by normalize the subtraction of the hunter and the prey location.

Decal texture
I have made this texture with an existing alpha using Photoshop.
Once cleaned, I have made the normal and Outline informations using Substance Designer.


Preview
The spawned decals rotation are clamped to avoid most of stretching issues.
The color of those decals are in a parameter collection in order to match the player color and the blood color.