Niagara / unreal GDC

unreal

#328

#329

#330

FYI: Unreal Engine Livestream - Niagara: What’s New - Feb 14 - Live from HQ

Feb 14th Edit: https://www.twitch.tv/videos/380599760?t=00h08m35s


#331

Experiment with hologram effect. More realistic volume effect with sprites


#332

Hey guys, - I’m 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 I’m approaching it wrong too? as I’m 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!:slight_smile:

Niagara issues and help
#333

When i sample static mesh, i wonder, how can i get world position offset from material?


#334

#335

I suspect you’re 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.


#336

#337

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 ?


#338

can you show full script… thnx


#339

It’s great.
I want to know how to make this.
I want to build up slowly from the bottom.


#340

#341

#342

Unreal Engine Transform into Rocks Niagara Tutorial

In this tutorial you will learn how to create Transform into Rocks in unreal engine. you will learn every step for this effect texture, materials, mesh and emitters.