Paul Miller: Sketch #13 WIP

I’m fairly certain i can do this,I’m going to use this as the launch point for my rainbow grenade.

So not exactly what I wanted, but sort of a h appy accident. I’d like to be able to re use this for something else, or keep working on it to get the above results. C&C more than welcome.

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Luckily I think this was a success. Turns out, if you up the spawn rate to like 300-400 the ribbon emitter doesnt look too bad. I’m not sure if that’s the right way to to go, but Its the result I want so.

Now my problem is, the particle itself is snapping at the end of the bp animation.

Edit:
here’s my updated explosion

Hey there, looking pretty cool.

If i understand correctly. You are talking about the particle still lingering at the end of the Spline?

Couple guesses and i could be wrong.

This could potentially be because your Emitter Duration may not be timed the same as your Particle Lifetime OR
The time it takes for the timeline to reach finished in the blueprint is longer than when the particle component gets destroyed.

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Oh those are both good suggestions @Jared, i’ll give both of those a try when I get home. Thank you a bunch!

I was at work most of the day, so I wasnt able to address the issues from above. I’ll have to do them tommorow. Right now im confused on this… I"m trying to spawn an emitter when my rainbow particle hits a collider like i have in my scene.

And I assumed once I did this, my blue print would be as simple as this.

however that doesnt seem to be the case.
What am I missing? DO i need to make the collider a seperate bP? then cast to that BP? or is it even simpler than I am making it out to be.

I’m trying to copy @jqarlsson 's method in his Magic Missile Project

Hey! Are you getting any events spawning from the collision at all?
Otherwise I’ll make a print screen of my mess of a blueprint and I’ll try to break it down somewhat. I remember doing manual checks every frame if my collider was overlapping that specific collision sphere and once it was I just killed it and spawned the particle emitter.

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hmm, with the current blue print, i’m not getting any thing spawning at all. I"m not sure how to do a manual check or when to do a manual check. A look at your Bp would be greatly appreciated !

Is the collider always at the end of the spline? If so, you can remove it and check the current distance along spline.

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well i’ve just put the collider at the end of this particular spline in the blue print itself, but its not always at the end of the spline, no. I’m not sure how i would do that. I imagine, the same way I move the emitter across the spline?

Yep. Try triggering an event when the emitter reaches 80% of the splines total distance. If this is the functionality you want, abstract it. Create a blueprint variable so the user can set the percentage. How about an array of events?

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@cannabis.cod3r I tried doing what you explained but I wasnt sure I actually understood it. I’m not sure how to
-Trigger an event with a sequence at a certain point along the spline,
-I also dont know what a blue print variable is.
-I also dont know what an array is. i remember learning about it on the initial run through of the ue4 blueprint videos, but I htink i’m going to have to refresh mysefl>

Based on my knowledge now, this is what I tried.

It didnt yield any results, so I’m not really sure what i’m doing wrong.
Here was the result

The one on the right is the BP result, and the one on the left, is effectively what I want.
I “sketched” it out in cascade, just so i could see it.

A better version.

I’m going to keep making the effect, and trying to figure out BPs while i’m at it.

On the left you’ve got a dropdown called Variables. If you click the + button you can add a variable of a specific type (ie. float). Click the eye icon to make it pubic. Then you can drag that variable onto your graph to get its value.

I think Zak Parrish has some good intro to blueprint videos that you should watch.

Otherwise, looking good! I like how you’ve executed a plan.

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Thank you @cannabis.cod3r , I’d just like it if my plan came together at some point XD.

Also thank you for that explanation… I’ll have to try that when I get home. I also thought of a few solutions as w well I was driving in to work.

As for Zak Parrish’s videos, Are these what you were talking about

I foudn two blue prints introductions, one with a guy named Wes Bun, and the other one, with someone who doesnt say their name (I’m assuming that person is Zak.)

I dont think i’m going to be able to learn to do what I want to do with blue prints for this month’s sketch. I’ve already learned a bit, but its slowing down, and I dont think i’m getting a lot of work o nth effect itself done. So I think i’m going to switch gears, and make the particle system look as good as I can, Then after that, work on the technical part.

I wasnt able to work on it to the fullest extent last night, but I did get an opportunity address SOME concerns/criticisms.
things I addressed
-Rotating the rainbow texture(For this I used Luos rotation material function. I"m going to dive in to see how he made it, because I found that incredibly useful).

  • Masking off the tail end of the rainbow, and distorting it, to get some motion out of the tail

  • I also panned the rainbow texture itself, at an angle. This wasnt done on purpose, but I personally like theresult. It makes the rainbow look like a tube almost. If this doesnt read well, then I"m going to nix it.

Things i wasnt able to address.
-Breaking down the effect further
-I didnt gather more reference yet.

  • The end of the effect (the burst) is no good. The main comment is that, it breaks the whole feel of the effect, and doesnt feel like a rainbow gun.
    -THere is no muzzle flash, that sends the projectile out flying yet.
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So i took a second to break down my effect further and explore some ideas based on some suggestions/criticism i received. My main goal is to really stick with the rainbow theme, and the way my effect is now its not really working. Anyhow, these are my favorite effects that I came up with.

I experimented with the bottom concept a bit more, and got this result

There still isn’t an initial muzzle flash. I will work on that part tonight, while tweaking the impact.
I think there should be a much bigger explosion at the end, and a flash.
In addition, not enough parts of this effect are glowing. There should also be some gravity so this “rainbow wave” falls to the ground as it dissipates.
I also think an erosion would be nice.

Looks like you already have a solution for your spawn effect at splines end! I’ll keep my badly organized blueprint in the dark for a while longer. :smile:

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haha ! it’s all good. I didn’t use a spline blueprint, I ended up doing it in cascade. figure I can learn just as well that way

I actually went on vacation this week but this is what I was experimenting with before I left. I forgot to post it.