Velocity aligned particles that start facing the camera after a treshold is met

Hey Tristan, that’s awesome! Wishing you all the best with your new endeavors. The game is looking amazing! Cheers from Jovan — Stevo says hi too! :slight_smile:

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Awesome :smiley: glad to see you’re all still working together!!

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We made these audio spectrum visualizers for DroneTanks

I simply detect the audio with FMOD keys which write the game time to an MPC

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This is a test I did for creating a springy rotation. Eventually i will translate the code to the Animaiton blueprint for my tank antenna. We’ve found that this is a lot more efficient than using physics.

2025-06-08 15-39-19

PS: I am looking for a VFX artist who wants to join my project :slight_smile:

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Here an awesome free tutorial on how to create explodable skeletal meshes with Nigara in Unreal
Feel free to join my discord to stay up to date on the newest tutorials, to talk to me or to see some progress on my project.
Gif_1

*The smoke was derived form an asset pack but isn’t used in this tutorial

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Here’s a quick dash effect we created for DroneTanks. We are still working on an upgraded version of this one so it’s not polished :slight_smile:

Here’s an interesting trick you can apply to your ribbon trail vfx to make the point simulation stay attached to the source and then by interpolating it over time to world space you can slowly detach it from it’s source. We all know how ribbons work but often we overlook the simplest with just a bit of scripting, here’s an example used with this effect:

  • Set your emitter to local space = False
  • Use system axis or any other aligned vector to define the direction the source particles should push and then use Offsetpos curve to push particles over time with the normalizedage
  • The transform from local to World is not neccessary if your position is already in worldspace but i strongly recommend assuming your source point is in local space that way it will also respect transformations after you apply the calculations.
  • Use the Detach curve to slowly interpolate to using the current particle position instead.
  • Set the UV mode to tiled by distance

If you want to know more feel free to ask questions in our Discord :slight_smile:

2025-06-29 14-02-09

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Velocity aligned particles that start facing the camera after a treshold is met.
Let me know if any of you can find this useful, then I will do a tutorial aobut it :slight_smile:

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Sounds like somehting great to learn!

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CameraVelocityBlendFacing
Hey :slight_smile: Here you go, It’s my pleasure! Really love your VFX! Cheers!

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I have managed to create a GPU pickup VFX that has infinite durations. I was even able to recycle the smaller heart particles emitter by haivng that one as an infinite lifetime emitter and I was able to spawn extra particles on that same emitter the moment the player enter the collision and gradually kill the system all handled in Niagara. In my blueprint there is barely any logic. Although i could not use the deactivate instead I had to pass through a custom boolean.

The more i work with these the more I understand why Epic Games doesn’t have modules that offer that full control, because it is highly fragile and tampering with these can cause systems not to remove and cause problems with memory