Towerborne shipped early access with Coherent UI being used for their UI. The developer wanted to figure out how to work with the CSS / Unreal material interface workflow for UI VFX. So I worked with the UI team to establish a test scene where I could explore the connection between Unreal and the Coherent UI system.
We used the end of mission victory screen as a basis for our investigation. The visual target for this screen had a specific effect based off the Light Burst filter in After Effects. I thought this was a good effect to reverse engineer for this system because it would require several parameters that needed to be animated and controlled via CSS/Coherent.
One of the major challenges with the existing pipeline was that you needed UI artists/animators who had expertise in CSS as well as Unreal Materials and such. My system strived to create a pocket where an Unreal artist could iterate on the visuals without having to be trained in the specialized Coherent UI pipeline. I achieved this by keeping the CSS animation scripts simple 0-1, start-end values that would drive a lookup on a Curve Atlas. This way, artists could tweak parameter animation with these curves instead of writing raw values in the CSS keyframes.