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