For this delivery, I did final touch ups on a number of effects and some functionality issues.
The charge beam and arm cannon had a couple more effects layered on top. There is a new mesh that acts as the projectile trail that also spawns with the charge beam. A new sphere spawns with the effect when the charge beam collides with an object. A panning texture will also appear on the arm cannon the longer the charge beam is charged up to a point. A new beam effect was added to the arm cannon and hand so that you can tell where they are pointing. The left hand menu was also fixed and functions properly now. The left hand joystick moves the cursor and the arm cannon can point to the menu and trigger the different buttons.
The magma and water environment effects were also touched up. The panning emissive materials were changed to use several caustic textures layered onto each other. The niagara systems were also touched up so that they spawn spheres instead of VATs that deform from world position offset within the materials. The water also will spawn a splash effect when colliding with objects, including the arm cannon.
The new EMMI model was skinned to the rig. The EMMI scan effect will now scale up and down at the appropriate steps. The navmesh in the game over area was reduced so that it is less likely to spawn outside of the level streaming volume. The navmesh in the main room was also adjusted so that you can't teleport on top of objects that you shouldn't be able to nor outside of the room and level streaming volume. The win timer was moved to be over the ending illustration instead of over the ending credits.