Blueprint:
Components: particle system, Decal, plane
Construction Script: with a variable, that is set to “public“, the puddle can be deactivated.
Event Graph: in this section the waves of the water drops are timed. Additionally through an extra time function the master material from the Decal can be controlled.
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The grayscale textures were not packed for the puddle and particle effects, so that for the demonstation purpose everything is well arranged. To optimise performance for example a game single textures would be packed.
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Concrete textures are from Quixel Megascans.
Growing puddle | time lapse
Camera angle addicted opacity
Puddle ripples
Water drops with disabled puddle