Hey guys so I am currently working on a shield effect for my portfolio and wanted to try out some functionality early but I am running into some issues that I am confused on.
Firstly, I created a simple Niagara system with the shield mesh inside and then linked it to a simple BP that allowed activate and deactivate the shield based on my mouse button press and release but, my initial issue was that the system had a super long lifetime so everytime it was activated and deactivated it was essentially doubling up on itself.
To fix this, I set the system to kill particles immediately so that when it deactivates it is no longer playing in the background:
The problem with this now is that it does not scale down based on the timeline I have set up and instead just disappears instantly:
https://youtu.be/6m7-pJYcX0M
Here’s the Blueprint:
I’m not entirely sure what to do differently here so I am reaching out for anyone who can share their expertise.
Thanks guys!
In this case, it looks like you are setting the “Deactivate” node before the Animation timeline plays. So if your intent is to Deactivate after the timeline scales in reverse, take the Released Exec output into the Reverse timeline. You may also be able to not have to Activate and Deactivate each time if you replace your BeginPlay, Deactivate, with a Set Scale to 0,0,0, since you are driving it all by scale currently.
If I could be a little bold and suggest, once you have this working. Try driving a User Parameter within your Niagara system in a similar way. It will allow you to do much of this work within the Niagara Emitter and give you more insight into the system functionality. Just a suggestion that could make this all cleaner.
Good luck!
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Niagara has User paramters you can do anything with that like scaling, killing particles.
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I know this but how do I go about linking these parameters to blueprint functionality?
This Tutorial shows you how to add Niagara value parameters from the BP to drive Niagar settings.