Unreal Niagara Fish WPO Example

Deforming a fish-mesh to let it wiggle is a common task. Took a while to get it running, though (thx to weird transforms).

UnrealEditor_uQ0sBTfPxk

Notes

:information_source: Particles are aligned along velocity (set in Mesh Renderer)

  1. Classic calculation but using the usual Object Position (Absolute) did NOT work! Had to use ObjectPivotPos !
  2. Make gradient be aligned along the Particle Mesh (X-Axis)
  3. Offset Fish Mesh along the local right/left

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Is there a reason why you’re choosing to handle the offsets this way vs pushing the vertices around based on UVs?