Thank you, I will try that
Is there a way to modify or get the rotation value of a sampled static mesh?
Hi, Any solution on this?
Yes, you can! At least modify it. By default is uses the âMeshOrientationâ parameter.
If you just want to change your mesh rotation when spanwing your best best is âInitial Mesh Orientationâ.
The MeshOrientation param can also be set directly, via âSet new or existing parameter directlyâ.
In addition you have some options inside the Mesh Renderer. E.g. Facing Modes, or you can change which parameter (Quaternion) to use for the MeshOrientation.
Yup. A couple notes, though:
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Setting the facing mode in the renderer can sometimes cause weird results. I definitely remember getting stuck on some weird bug caused by this (canât remember what, though). Generally, I think itâs better to set the orientation in the particle update.
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Setting orientations manually vs. using a solver doesnât tend to work â itâs one or the other, in my experience.
Yeah, I assume when using a solver, it sets the MeshOrientation, so if doing anything manual, you would need to add something on top of the existing MeshOrientation. Or vice versa, set it manual first, then add the solver on top.
Hello to all, I would like to know if thereâs a way to use static mesh LODs in Niagara mesh particles? thanks
Not that I am aware of. They were already a mess in Cascade, so I assume they ditched them entirely.
What you can do since 4.27./UE5 though: Swtich manually using the Mesh Array feature.
Here is a quick example:
- Inside the MeshRenderer add your Mesh + the LODs into the Array:
- Select the correct Mesh by setting the MeshIndex depending on the distance from the camera like so:
Win!
Hi everyone,
I didnât know where to talk about this, so here I am! Did any one of you already notice this new variable type in Niagara ?
It looks like it has replaced the vector3f variable in Epic niagara modules for variables as Particle.Position.
I was surprised to find this while working on some scratch pad module. I donât know with wich Unreal update it appeared but deserved to mention it I guess.
Also, be prepared, if like me you like to have your own custom niagara modules library, it is more likely that some of those will have broken depedencies or such issues with this variable type modificationâŠ
Itâs a change in ue5 to support the new large world coordinate system.
Itâs actually fairly easy to work with once you get used to it.
A reference position can be used to aquire a local vector.
For exampe : Particles.Position - SimulationPosition, will return a vector indicating the difference.
Similarly, adding a vector to a position will give a new position representing the new large world coordinate.
For example : Particles.Position + input.Offset
Also, if your project doesnât use LWC, you can just ignore all off it, and just truncate to vectors whenever you need it.
Hey there, donât know if the right place to ask this, but does anyone know if itâs possible to make a niagara emitter repeat itself independently in the same system, (example, you want a system that spawns 20 cubes, is it possible to make an emitter that spawns 1 cube and tell it to repeat it self 20 times when the system spawns ?)
Set emitter state to self, select multiple loops, then set loopcount to 20
The problem I have with multiple loops is that they do not take place at the same time, they go one after another.
What Iâm trying to achieve is kind of a spawn burst of emitters instead of particles, the current way Iâm doing it is by blueprint, doing a âfor loopâ (20) followed by âspawn system at locationâ
It works but Iâd like if possible to centralize the logic into Niagara only so that it can be a standalone system and not being forced to rely on blueprint logic.
you can set the loop time really small
Btw, there is a burst spawning module, you donât need to work around it
Which leads to my next problem haha, because my emitter is ribbon based, if the loop time is smaller than the life of my ribbon, the end of the loop link with the begining of the next one and create a complete mess, and so just spawning more particles in the spawn burst doesnât help either
You can manually set the ribbonID to avoid unwanted connections.
You can also set the linkOrder
Itâs all good Iâve found my way with location events after all, I just needed a bit of math to get the position right , thanks anyway for all the advice
hello, Wondering if there is a way to set a warm-up time for one emitter only, not the entire system. thx
Not that I know sadly no⊠I search for it when I was working on optimisation and culling features, but ended working without it because I couldnât find a correct way of doing it.