Basically, we just spawning some meshes around object with random rotation and distortion and dissolving the texture with alpha erosion #gamedev#indiedev#UE4#realtimevfx
Mesh is just a simple donut plane (I guess it called that way? :D) with planar UV mapping, where bottom of the UV is center of the #gamedev#indiedev#UE4#realtimevfx
Setup for distortion is pretty basic: grab two similar texture with different scale and panner speed (but they moving in one direction), multiply them with deform strength and add to UV coordinates of linear gradient #gamedev#indiedev#UE4#realtimevfx