Yeah, the StaticMesh module was probably the trickiest to work with so far. Switching the mesh will cause a crash if you forget to click the “Fix Now” button before running the sim. Getting the normal causes a crash but getting the normal in WS doesn’t. Not feeding a proper Coord…etc. Basically, a lot of things can trip you up. You have to build stuff up in excruciatingly small steps at times to identify a Niagara WIP issue against an issue with your code.
My previous video was bothering me because the rotation was wrong. I wanted a LookAt function but couldn’t find one. So I went rummaging around the code, wondering how I’m going to expose the existing one. Too much work. I wonder if I can translate just the math part using nodes. Fail. Sigh…I wish I could just type it. Ding! Ding! Ding! CustomHLSL node. OMG yes. I grabbed a Unity C# lookat function and translated it into HLSL.
I wish I could take the LookAt vector and animate its position in Sequencer. This could easily become that eyeball effect in the Mash video:
Lastly, it might be time to beef up the HLSL editor. But building an editor is no small task. Live link to an existing editor would make a good compromise. Best of both worlds.