This is a procedural “dissolve” or “beam-in” effect created for a game using Unreal 5. The effect can be triggered interactively, and uses C++ and blueprints to make it quickly adaptable to other 3D assets in the scene.

The effect uses Unreal’s Niagara system, along with custom code, to create both an internal “volumetric” effect and an external surface effect. Working alongside real-time physics simulation, these separate elements bring a deep level of realism and believability to the scene.