
Shatter Crystals
For this project, I wanted to create a combined weapon and destruction effect. I conceptualized an in-game, destructible asset that the player could interact with. These 'shatter crystals' would reward the player with experience points when destroyed.





Inspiration


For this effect, I took inspiration from a game I love- Super Mario Galaxy! I went for a similar cosmic aesthetic, using crystals and stars as the basis for my design.
Fx Breakdown
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Unreal Crystal Shader
Houdini RBD
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Shatter + Exp Effect
Base Shatter Effect
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Crystal Shatter + Base
Crystal Base Fx
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Bullet Trail
Muzzle Flash
Crystal Blueprint


To start, the skeletal mesh of the crystal is hidden (because the crystal material would show the cracks), and the crystal is randomly rotated. In addition to the random rotation, the crystal has an array of breaking animations, both of which help to mask the fact that the destruction is pre-baked.

Once the bullet hits the collision object, it swaps out the visibility of the static mesh with the skeletal mesh. The breaking animation is chosen randomly from an array of animations I exported from Houdini, all with the Niagara fx and material animations layered on top.

Until it breaks, the crystals have a floating animation- which I have set up as an exposed variable so the crystals can have different floating heights. The animation is also offset, so they do not float in synchronization. The height of the skeletal mesh always matches the static mesh, so when they swap it is seamless. When the crystal breaks, no matter how high it is floating, it will fall back to the ground.
Weapon Blueprint
I started with Unreal's first-person projectile blueprint, but I made modifications after replacing the default weapon with my own and integrating fx.

Within the weapon component blueprint, I used a socket I created on my gun to attach the muzzle flash effect when the gun is shot.

I changed the projectile blueprint so instead of bouncing around, the bullet is destroyed on contact, and spawns a burst effect.


