A fire propagation system created entirely in Blueprint.
-Blueprints cleaned up and some refactoring. Now using Data Tables to define different types of fire. This update (4.21) isn't compatible with earlier versions; but it shouldn't take you long to get set up again. Various improved functionality (including better handling of sound: https://twitter.com/joewintergreen/status/1080740666122989574)
-Now supporting multiplayer and .4.10!
A fire propagation system, similar that found in the Far Cry series, created entirely in Blueprint. Fire can spread realistically across staticmeshes, landscapes and BSP.
-Creates grids of burnable FireCells according to your specifications
-Fire spreads realistically across cells, influenced by wind and parameters you set
-FireSettingsVolumes dictate fire behaviour, or inhibit fire, per-area -Easily set up limitless fire-related behaviours on your own actors through the FireInterface
-Included Explosive Barrel example actor catches fire, burns, explodes, and creates its own FireGrid to propagate fire further
-Included FireSpreadingProjectile creates and ignites firegrids wherever it hits
-Easily override particles and sounds
-Be the envy of every other video game with your totally rad fire.