chrysaora 🎐
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chrysaoravioli.bsky.social
chrysaora 🎐
@chrysaoravioli.bsky.social
Making whatever, whenever.

📺 YouTube • • • https://www.youtube.com/@chrysaoravioli
📝 Tumblr • • • https://chrysaoravioli.tumblr.com/
【GAS】GA_Death
More tweaks to the Health Component.
- Cylinder w/100HP showcases fallback health value if it is not listed in Data Table.
- Cylinder w/999HP showcases custom override health value.
- Health Component automatically grants a "Death Ability", and callbacks for the owner to respond to.
December 19, 2025 at 3:56 AM
Reposted by chrysaora 🎐
Every time I get a served a video ad for a "tactical hoodie," I think to myself that maybe it wouldn't be such a bad thing if we blew up the world's internet infrastructure and plunged all of mankind into a new dark age
December 18, 2025 at 6:12 PM
【GAS】
Boring nerd stuff for today.

I've been working on a Lyra derived health system that can be easily applied to any actor that also uses GAS. In the image below, the cube, sphere, and player use the same health system with no manual setup required.
December 18, 2025 at 3:55 AM
Reposted by chrysaora 🎐
Mark your calendars, fellow Bayonetta fans! This Saturday, December 20th, the #Bayonetta Collab Project 3 combo video will go live at 12pm EST! 32 minutes of non-stop stylish combos provided by fans from all around the world!

www.youtube.com/watch?v=5cKZ...
Bayonetta Collab Project 3 | "The Umbran Jukebox Jamboree" | Community Combo Video
YouTube video by Setnaro X
www.youtube.com
December 15, 2025 at 12:25 AM
【Hitbox Study】

Reworking the Aurora Devs RHS to tailor it to my own tastes. For now, drawing the hitbox works but not the actual damage transmission. This vid is just aping off existing UE template.

My C++ is certainly stronger since I was able to fully convert their AnimNotify blueprint. 😄
December 15, 2025 at 1:59 AM
Hey! I've uploaded a compilation of the various UE5 stuff that I've posted throughout the year.

It's at a much higher quality than what Bsky typically allows, so feel free to check it out if you're interested.
youtu.be/W5h8UwUK5hI?...
stuff i made in 2025
YouTube video by chrysaora 🎐
youtu.be
December 12, 2025 at 3:10 PM
【Multi-Zone Demo】

Using a single GA to create & evaluate multiple zones at once.

End of the video shows multi-zone and single zone GAs running simultaneously, demonstrating how two Niagara Systems can utilize the same ExportParticleData callback without fear of crosstalk.
December 11, 2025 at 3:26 AM
tfw you can't have nice things
December 9, 2025 at 3:32 AM
Same results from two weeks ago but a lot of changes under the hood.

1. Majority of functions have been transferred to C++, with various functions doled out to base and child classes.
2. In this demo, I've decided to incorporate GAS, so detection is actually contained with a Gameplay Ability.
December 9, 2025 at 12:55 AM
Trying out a new Paint Detection method that uses a single system to evaluate multiple zones at once. For now, I'm just testing the drawing of the multiple spheres.

Not too expensive at 1/4 resolution (2px/m), clocking in at about .008ms for mask updates. I guess the detection part is up next...
November 29, 2025 at 5:49 AM
Continuing to buff the Paint Detection component, with today's PoC showcasing a similar function to Splatoon that allows you to move faster if you're in your team's ink color.

Slowly but surely hardening the functionality now that I have a better idea of what I want.
November 24, 2025 at 11:57 PM
PoC "zone capping" feature like Splatoon.

Instead of using my central "Paint Stamper" system, the Zone system painted the zone. But, that means the Paint Stamper is unaware of the changes so I currently have a questionable workaround that fires every frame.
November 20, 2025 at 4:02 AM
Hey, it's Splat Zones!

I can define any n-sided polygon and voila, we can detect paint in that area. Sampling resolution is kept low about 1px/m. Don't need to be too accurate.

Next, I'll introduce a fill operation, so when it hits 75%, it completely fills the zone with the winning team's color.
November 19, 2025 at 4:03 AM
I had an issue where "inward points" in a polygon would cause issues. Found this 2D Polygon SDF example on ShaderToy that solves my issue: www.shadertoy.com/view/wdBXRW

Tbh, I don't expect my detection zones to have any winding but I suppose it's a nice feature to have.
November 18, 2025 at 4:31 AM
Buffing the long overdue Paint Detection side of the plugin.

Spent the weekend researching the math for creating an irregular n-sided polygon to replace the previous primitive cube method.

Doesn't work with all shapes right now (such as a star) but I'll continue debugging it tomorrow.
November 17, 2025 at 6:04 AM
The Song That Kills Sano-kun in the Soccer Club

A couple years ago, I added this to my playlist just because I was caught by surprise by the clipped audio. Finally found the MV and it's exactly as goofy as I expected.

youtu.be/7y-5FICNiLI?...
トップシークレットマン「サッカー部のサノくんを倒す曲」
YouTube video by トップシークレットマン
youtu.be
November 10, 2025 at 11:29 PM
Demo for Modular and Proxy Paint Actors.

Modular contains a singular visible mesh with a single corresponding collision mesh.

Proxy allows multiple visible meshes correspond to a single collision mesh, useful for large collision meshes where multiple static meshes may be associated with it.
November 8, 2025 at 5:26 AM
Added support for a "packed" paintable mesh.

If a static mesh is added to the "Visible Mesh" variable, it will automatically create a component to show the added mesh. Perfect for modular paintable actors similar to Splatoon 3's single player campaign.

Will work on detached visible meshes next...
November 6, 2025 at 3:13 AM
Been a while since I've done a UE5 update.

The paint system generally works but I've decided to create a test map that forces me to flesh out various features.

Currently, I'm working on a system where a single paintable collision mesh to distribute painting params to corresponding visible meshes.
November 5, 2025 at 4:38 AM
Reposted by chrysaora 🎐
According to Google, you need to watch MMA video in order to learn how to parry in Ninja Gaiden 4.
November 1, 2025 at 8:37 PM
Weird Dodge Offset + BloodRaven infinite finisher (like Astral Chain sorta?)

Dual Sword Combo: XXXXY
Blood Raven Combo: XXY

Input Sequence
XXXX (Dual Sword) -> Dodge Offset -> Y (Blood Raven)

Just keeping using Dodge Offset to infinitely loop Blood Raven XXY.

#NinjaGaiden4
October 23, 2025 at 4:34 PM
Amazon delayed my physical copy for PS5 to Friday so... I guess I'll double dip just this once.

Not usually the biggest PC guy but hey, it looks pretty nice on my ultrawide. Could use a new graphics card though because it's struggling a bit (plus I hate fiddling with settings).
October 21, 2025 at 8:06 PM
[ Niagara Depth Masking ]

Porting over my material graph code into Niagara, piece by piece.

Not too much time tonight. Focused only on code that determines which parts of the paint map are considered floors vs. walls. These outputs will be used later in the script for compositing purposes.
October 14, 2025 at 3:14 AM
Packing RGB Normal Map into a single channel so I can potentially halve the compute time for paint splatters.

When a paint splatter hits a wall, the hit angle is from 0 to 360 degrees, which can be normalized to a value from -1 to 1 (think unit circle).

1/🧵
October 13, 2025 at 1:36 AM
Had a Sunday night epiphany.

Before, I was doing two texture samples to mask a paint splatter but this doubles the compute time. It'd be nice if I could just use a single texture, so I'm trying to cram the normal map info into the unused alpha channel of my World Position texture.
September 29, 2025 at 2:22 AM