{"id":10,"date":"2026-05-27T05:53:21","date_gmt":"2026-05-27T05:53:21","guid":{"rendered":"https:\/\/rivals2.com\/workshop-dev\/demo-content\/demo-section-2\/demo-article-4\/"},"modified":"2026-08-06T18:27:01","modified_gmt":"2026-08-06T18:27:01","slug":"shield-visuals","status":"publish","type":"knowledgebase","link":"https:\/\/rivals2.com\/workshop\/knowledge-base\/character-creation\/shield-visuals\/","title":{"rendered":"Shield Visuals"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">Shield mesh and material overrides are assigned in the skin data blueprint.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"961\" height=\"427\" src=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/05\/image-146.png\" alt=\"\" class=\"wp-image-1745\" srcset=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/05\/image-146.png 961w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/05\/image-146-300x133.png 300w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/05\/image-146-768x341.png 768w\" sizes=\"auto, (max-width: 961px) 100vw, 961px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">The base cast all use the SK_Cha_Shield Mesh, some also use mesh effects or VFX to enhance the visuals in this state.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The shield mesh uses multiple materials layered to create the visual effect, a glass layer that is consistent across every character and an elemental layer which is handled in one of two ways- it can be a material with a Health parameter that goes from 1 to 0 like Zetterburn, Ranno, Wrastor; or you can have an effect inside as well like Etalus, Olympia, Maypul, etc. <\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>M_Shield_Element<\/strong> \u2192 this is the material that goes from 1 to 0. If you don\u2019t want that, and prefer to use an VFX effect for it, you can insert a <strong>MI_Cha_Invisible<\/strong> material inside<\/li>\n\n\n\n<li><strong>M_Shield_Glass<\/strong> \u2192 everyone uses the same one.<\/li>\n<\/ul>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"245\" src=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/05\/image-37-1024x245.png\" alt=\"\" class=\"wp-image-245\" srcset=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/05\/image-37-1024x245.png 1024w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/05\/image-37-300x72.png 300w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/05\/image-37-768x184.png 768w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/05\/image-37.png 1263w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">To set an effect as a shield, go to the <strong>BP_YourCharacter_Default<\/strong>, the main BP of your character, and look for a <strong>Shield Mesh Component<\/strong> and assign it there. Do not worry that it might look tiny, it will scale in game. We recommend that you copy one of the shield particles in the projects and use the scale settings to match your character.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"601\" src=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/05\/image-38-1024x601.png\" alt=\"\" class=\"wp-image-246\" srcset=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/05\/image-38-1024x601.png 1024w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/05\/image-38-300x176.png 300w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/05\/image-38-768x451.png 768w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/05\/image-38.png 1062w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">The parameter in the particle effect that drives everything is called <strong>ShieldHealth<\/strong>. You can use it to control the spawn rate, size and everything else with a lerp<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"600\" src=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/05\/image-39-1024x600.png\" alt=\"\" class=\"wp-image-247\" srcset=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/05\/image-39-1024x600.png 1024w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/05\/image-39-300x176.png 300w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/05\/image-39-768x450.png 768w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/05\/image-39-1536x901.png 1536w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/05\/image-39.png 1661w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">You can also set a <a href=\"https:\/\/rivals2.com\/workshop\/knowledge-base\/character-creation\/mesh-effects\/\" data-type=\"knowledgebase\" data-id=\"614\">Mesh Effect<\/a> to display during shield states in your character data. The health of the shield will drive the &#8220;Dissolve parameter&#8221; on any materials assigned to this mesh effect during all shielded states that it is assigned to.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"930\" height=\"544\" src=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/05\/image-86.png\" alt=\"\" class=\"wp-image-368\" srcset=\"https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/05\/image-86.png 930w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/05\/image-86-300x175.png 300w, https:\/\/rivals2.com\/workshop\/wp-content\/uploads\/2026\/05\/image-86-768x449.png 768w\" sizes=\"auto, (max-width: 930px) 100vw, 930px\" \/><figcaption class=\"wp-element-caption\">Example of La Reina&#8217;s Belt mesh effect that displays during her shielded state.<\/figcaption><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Shield mesh and material overrides are assigned in the skin data blueprint. The base cast all use the SK_Cha_Shield Mesh, some also use mesh effects or VFX to enhance the visuals in this state. The shield mesh uses multiple materials layered to create the visual effect, a glass layer that is consistent across every character [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","template":"","knowledgebase_cat":[4],"knowledgebase_tag":[],"class_list":["post-10","knowledgebase","type-knowledgebase","status-publish","hentry","knowledgebase_cat-character-creation"],"_links":{"self":[{"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/knowledgebase\/10","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/knowledgebase"}],"about":[{"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/types\/knowledgebase"}],"author":[{"embeddable":true,"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/comments?post=10"}],"version-history":[{"count":7,"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/knowledgebase\/10\/revisions"}],"predecessor-version":[{"id":1752,"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/knowledgebase\/10\/revisions\/1752"}],"wp:attachment":[{"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/media?parent=10"}],"wp:term":[{"taxonomy":"knowledgebase_cat","embeddable":true,"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/knowledgebase_cat?post=10"},{"taxonomy":"knowledgebase_tag","embeddable":true,"href":"https:\/\/rivals2.com\/workshop\/wp-json\/wp\/v2\/knowledgebase_tag?post=10"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}