FYI: Unreal Engine Livestream - Niagara: Whatās New - Feb 14 - Live from HQ
Feb 14th Edit: Twitch
Hey guys, - Iām taking a look at ribbons in Niagara, and cant get them to be smooth AND get nice movement, - I am continually spawning particles (one spawn, then next then next, etc.) Not creating static beams using bursts. As im trying to create a continually emitted line as such
Ive tried changing spawn rate / tessellation / spawn per unit, and various other things, any ideas? Seen this issue posted many times but no real general solution given, only solution that worked for specific use cases.
Perhaps Iām approaching it wrong too? as Iām not using the beam setup/ beam update as used by the content examples that get smooth ribbons
- Note my lifetime as shown above is no longer random as I know that will cause some issues!
When i sample static mesh, i wonder, how can i get world position offset from material?
I suspect youāre running into one of the fundamental problems of using ribbons, which is that once the particles are no longer uniformly spaced you start seeing overlaps and kinks. If you take any of the content example ribbon emitters and add a curl noise force to them you should see the same issues. The content examples look nice and smooth because they chose a situation where they could avoid this.
Hi, i know how to pass parameters from Blueprint to Niagara using User variables.
Is there also a way to get data from Niagara back to Blueprint ?
Itās great.
I want to know how to make this.
I want to build up slowly from the bottom.
I was wondering if anyone can point me in the right direction for learning how to use and understand Niagara Module Scripts? There are normal Niagara tutorials appearing more and more lately which is great, but hardly anything that focus or explains Niagara modules and its fundamentals. I realize Niagara is still very much in its early stage of development but i know some people are already creating amazing things with the power of module scripts.
When people mention how a certain effect was achieved and they mention ācalculating the position of the closest particlesā etc. It just seems so powerful but so far beyond my knowledge it blows my mind.
Unreal Engine 4.23 Niagara Magic Ball Tutorial
https://youtu.be/CmOtej25kj4
Hi does anyone here know how to use Niagara with sequencer. I have a fountain that I want to turn off an on at certain times during playback. Right now I put the fountain in Sequencer and added a Niagara component and then put the system life cycle track in there and adjusted it to the time range that I want then copied that red life cycle to a few more spots on the time line and only the most recient copied Life cycle with play. None of the others fire. ??
Unreal 4.24
Hi everyone, thanks for your wealth of knowledge and help! You guys have shown some really cool things that Niagara can do!
How would I go about animating the UV0Offset in Ribbon Renderer over time?
In a system or in the sequencer?
I tried following your suggestions about adding a User Parameter to the Emitter module but it does not seem possible.
I wonder if this is not implemented and you cannot animate anything in the Ribbon Renderer?
Cheers!
Animate a dynamic parameter, then use that in the material to create the offset.