https://www.youtube.com/watch?v=2ZS6DgMN-oE
I had the idea to recreate the tentacle growth effect from the film "Edge of Tomorrow," but in Unreal Engine.
I focused entirely on the logic and technical implementation of the effect. The visuals are still simple, but I hope to improve them in the future.
First, I created a procedural walking animation in the control rig, where the character didn't move his legs, but rather gave the impression of movement.
Then I created the tentacles in Blender using GeoNodes. To create the tentacle growth effect, I baked the difference between states 0 and 1—that is, fully compressed and expanded—and wrote it down to UV coordinates in the U channel. I also wrote a gradient along the entire length of the tentacle in the V channel.
During movement, Blueprint calculates and passes mask values to the material, and the material calculates the displacement using WPO and the mask opacity based on the Blueprint data and vectors baked in Blender.