The Urban Legend of the Umbrella Man and Its Implementation in Unreal Engine 5

Published on January 07, 2026 | Translated from Spanish
Man with closed umbrella in dark hallway with water effects emerging from the walls in Unreal Engine 5, showing wet materials and floating water droplet particles

The Urban Legend of the Umbrella Man and Its Implementation in Unreal Engine 5

The contemporary folkloric phenomenon of the man with an umbrella in indoor spaces represents a fascinating evolution of digital urban legends. Originating in Japanese online communities as kasa-obake, this entity is characterized by appearing exclusively in enclosed domestic environments, particularly in hallways and residential transition areas. 🌂

Origins and Cultural Expansion

The supernatural narrative gained global popularity through platforms like Reddit and creepypasta forums, where users shared accounts of encounters with this enigmatic figure. The consistent description portrays an ordinary-looking man holding a closed umbrella in completely dry environments, whose presence systematically precedes catastrophic flooding within the enclosed space.

Main Characteristics of the Phenomenon:
  • Exclusive appearance in domestic indoor spaces and transition zones
  • Ordinary human figure carrying a closed umbrella in dry conditions
  • Temporal correlation between the appearance and sudden flooding events
The legend transforms an everyday protection object into an artifact that attracts aquatic disasters, reflecting contemporary anxieties about the vulnerability of safe spaces.

Technical Setup in Unreal Engine 5

To recreate this supernatural experience, we start a UE5 project using the Third Person template with ray tracing capabilities enabled. The environment scale is configured to faithfully represent a standard residential hallway of 2.5x8 meters, optimizing stationary lighting for a balance between performance and visual quality. 👻

Environment and Character Preparation:
  • Importation of skeletons and base animations from Mixamo or creation of custom rig
  • Map setup with realistic dimensions of a residential hallway
  • Implementation of custom collision system for water interactions

Asset and Material Development

The environment modeling is done using Unreal's built-in modeler or importing geometry from Blender, creating wall textures with incipient moisture effects. The umbrella man character is designed with common but temporally ambiguous clothing, while the umbrella is modeled as an independent object with a bone structure for opening and closing animations.

Key Visual Elements:
  • Shader materials for wet surfaces with variable roughness and specular highlights
  • Dim lighting with strategic spotlights generating penumbra zones
  • Dynamic material for flooding water with transparency, refraction, and foam effects

Special Effects and Sequencing

The implementation of Niagara particle systems simulates anticipatory droplets before the main flooding event, activated via scheduled event blueprints. The cinematic sequence uses Unreal's sequencer to show the brief appearance of the umbrella man followed immediately by the catastrophic water effect. 💧

Optimization and Final Rendering:
  • Chaos physics system setup for realistic water behavior
  • Application of post-process volumes for color grading in cold bluish tones
  • Final rendering using path tracer for static captures or cine mode for animations

Reflections on the Digital Materialization of Legends

This comprehensive technical implementation demonstrates how contemporary folkloric narratives can successfully transition to the digital realm. However, it raises the philosophical question of whether we should give visual form to entities that traditionally inhabit the unrepresented spaces of our collective imagination. The project not only recreates the legend but also explores the boundaries between the tangible and the supernatural in the digital age. 🎬