Hi everyone i am creating this thread for all niagara related issues and help tips and trick. because many of us learning naigara so there should be one place for all. please post in this thread only all niagara related stuff. i have posted some niagara issues separately i cant move them in this thread but from now i will post in this thread…
how to use niagara particle system with animation composite timeline like we can use cascade particle… is there any way ??? or this feature is missing from niagara???
I had this question about using the Deactivate vs Destroy nodes in blueprints when handling niagara systems, this issue is present in 4.21, what I really want to know is whether or not the Deactivate node is acting the same as the destroy node, because it seems to be destroying the system when I use Deactivate.
And then the Destroy node seems to do nothing
I currently are struggling with passing values from a BP to a Niagara System to control parameters on the fly i.e. like spawn rate etc. I have tried to find a tutorial on exactly that workflow but somehow haven’t had any luck. Hope someone can help me with this. Any link to video tut or doc is very welcome
I´m starting to work with niagara in my studio now for about a month, to get niagara to work inside the montages i had to ask my programmer to figure out a new notifier BP exclusive to the niagara particle, its really a simple BP it just takes the niagara particle and spawns it into the world, we are still strugling with local/ world space orientation of the particles and the anim trail that i think is going to be a huge headache.
How can I set or change the material on Niagara using BB? For some reason node “SetMaterial(Niagara)” don’t work at all. Or when I use “Create Dynami Material Instance(Niagara)” it return null, because it can’t fetch the material for some reason. I have a simple Niagara system with one emitter and one sprite renderer, so the element index should be 0, right?
Ive actually asked about this early in niagara development (and multiple times at it) but general reply was (in my own words) “we dont really see a need for this, but we’ll think about it”
I kinda dislike the fact that atm we’d need a bp in between this, and if anything I am all for more control in the persona/animation sequencer compared to the limited control we had in cascade.
hi guys i was trying something like this video and i am able to attract particle with actor location but i could not apply curl noise only for attracted or moving particles. any body knows how to control curl noise strength with distance or sphere mask in blueprint.
The principles in both are very similar. Take a static/skeletal mesh, use it as a base to spawn particles off of. Re-create the mesh shape in particles.
Here is the issue. After going through about half of both, I get to the step of adding a static/skeletal mesh module to my niagara emitter file I get an error that reads out like this.
One person recommended that I open the mesh file and click “Allow CPUAccess” which makes the error go away but does not fix the issue.
I am kind of at my whits end, because I feel like I have done everything exactly like the tutorials show, but I am not getting the results the instructors are showing.
Maybe I’m missing something here, but if the issue is the error and the error goes away, perhaps the remaining issue is a new one, and not related to your previous error.
What exactly is going wrong after the error dissolves?
You are right it is a secondary issue. I should have been more clear. The desired behavior is particles spawning in a way that defines the surface of the mesh.