Runtime Control

Control and animate effects during gameplay via Blueprint

Dynamic Effect Control

AOS effects can be driven by gameplay events — health, speed, environment, power-ups — using the AOSRuntime blueprint functions.

Common Patterns

Damage Feedback

Event PlayerDamaged
→ Set Scalar Parameter Value "GlitchIntensity" = 1.0
→ Delay 0.5s
→ Set Scalar Parameter Value "GlitchIntensity" = 0.0

Speed-Based Motion Blur

Event Tick
→ Get Velocity → Vector Length
→ Map Range (0, MaxSpeed) → (0, 1)
→ Set Scalar Parameter Value "MotionBlur" = mapped value

Underwater Distortion

Event EnterWater
→ Set Vector Parameter Value "DistortionColor" = (0, 0.3, 0.5)
→ Set Scalar Parameter Value "DistortionAmount" = 0.8

Event ExitWater
→ Set Scalar Parameter Value "DistortionAmount" = 0.0

UMG Widget Controls

  • Colour Wheel Widget — Real-time colour picker with hue/saturation/value
  • Slider Widget — Precise scalar parameter control with live preview
  • Preset Switcher — Toggle between saved configurations with optional blending

Best Practices

  • Use Timeline nodes for smooth parameter transitions
  • Clamp values to valid ranges to avoid unexpected results
  • Provide a player-facing intensity slider for accessibility
  • Don't update parameters every Tick if an event-driven approach works instead
Art Of Shader - Advanced Distortion - Documentation | Athian Games