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Control your Niagara System with Blueprints (4 min) 

sem schreuder
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6 окт 2024

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Комментарии : 45   
@jinglebells9727
@jinglebells9727 3 года назад
Man your channel is absolute gold!! I'm so glad I found it 😃 Thanks a lot for the content and please keep it up ❤️
@JordanService
@JordanService 3 года назад
OMFG! Amazing tutorial. Easy to understand and short. You saved me days.
@AriaRedux
@AriaRedux 3 года назад
Brilliant! This opens up so many possibilities. Thank you for taking the time to share this!
@mrstephenpalmer
@mrstephenpalmer 3 года назад
Perfect! Straight to the point. Thanks.
@Lingsvn
@Lingsvn 3 года назад
Thanks, love the short format, straight to the point
@ArthurBarthur
@ArthurBarthur 3 года назад
This is so great! thanks mayyne
@iPEMiC.
@iPEMiC. Год назад
That is very helpful man you’re the best ❤
@cordonnierdrogue
@cordonnierdrogue 3 года назад
Thanks a lot !! It helped me a lot , great videos man !
@dongxinjiang1770
@dongxinjiang1770 3 года назад
Amazing tutorial. btw the Parameter Name under the Driver Actor doesn't need a "User" forehead of the "noiseStrength", it doesn't work when I add the "User". Forget about my words if it works on your computer, just remind those guys found it won't work after practice with this tutorial.
@MaxiCrows
@MaxiCrows 3 года назад
exactly thanks!
@PeterFearVFX
@PeterFearVFX 3 года назад
For college I am making a game with particles. You have helped soo much thx you bro
@komali2
@komali2 3 года назад
If you're having trouble connecting to whatever you named the parameter in the blueprint, you can right click the user parameter from within the niagara editor and click "copy reference to." Then you can paste the text into the connection blueprint Parameter Name box. For example, as a dumby javascript developer I was uthinkingly camelCasing my shit, which I guess unreal automatically converted to whatever_this_case_is_called, so I was getting the parameter name wrong.
@elephantnerd42
@elephantnerd42 3 года назад
Man is godly, thank you so much.
@samhilliard3326
@samhilliard3326 3 года назад
I believe you are some sort of wizard
@soulsofthegame8832
@soulsofthegame8832 9 месяцев назад
Very helpful! Thanks
@damax8369
@damax8369 3 года назад
You're the man
@alxduque
@alxduque 2 года назад
you are the man!!!!!!!!!!!
@tylermammoser7200
@tylermammoser7200 3 года назад
Nice tut! Thanks
@oo_atlas_oo
@oo_atlas_oo 3 года назад
Very cool!
@UnrealEngineLearning
@UnrealEngineLearning 3 года назад
Awesome
@carlossuarez9272
@carlossuarez9272 3 года назад
Hi Sem i m a new subscriber..!!! Excellent content. I wondering.. What is the best way to animate exposed parameters in Niagara? I created 7 "User" parameters for my various emitters. I have a blueprint which is sourcing my Niagara system, I created variables inside the blueprint that are associated with my parameters but when I try to expose the Wind Speed or another Vector parameter just simple can't. Could you orientate me how to create a vector parameter into Blueprint Editor?
@UnrealArtist
@UnrealArtist 3 года назад
That's great, Hey have you watched the unity demo where he is controlling the owl? how can we achieve a similar look?
@SoftwareAcademy
@SoftwareAcademy Год назад
How do you set the default value of the float variable within the Niagra system? I.e. What if you don't want the default value to be 0?
@SoftwareAcademy
@SoftwareAcademy Год назад
Figured it and I feel silly. It's within the main (blue) node of the Niagara system, under "User Parameters"
@psalm702
@psalm702 3 года назад
Is there a way to do the opposite (Niagara sending events to BPs)? Cascade has an "Event Generator" which can call BPs (w/ collison, etc). There's nothing equivalent in Niagara, but also hoping that I am wrong about this (because I really want to know how to replicate that specific function in Niagara). Would you know anything about it? Any kind of information would help!
@shimlaDnB
@shimlaDnB 3 года назад
havent found a way yet, maybe collision detection but otherwise i'd use BP's to control both the input and output of your system
@JordanService
@JordanService 3 года назад
ANNNNND subbed.
@unrealdevop
@unrealdevop Год назад
What about the mesh itself though?
@yuezhao1683
@yuezhao1683 Год назад
hey! nice tut, but I wanna ask if this works also with a box collision in the Actor blue print class?
@SpasmAtaK
@SpasmAtaK Год назад
What do you mean? Your question is pretty vague to give any answer
@yuezhao1683
@yuezhao1683 Год назад
@@SpasmAtaK hi, I mean can I use a trigger box to toggle the niagara system to Active or Inactive?
@SpasmAtaK
@SpasmAtaK Год назад
@@yuezhao1683 sure ! At begin play you could get the player character, from it you cast to the actual BP of your character. You now have a reference to your character in game (you could promote the blue output pin of the cast to a variable so that you can reference the player easily later on in this blueprint). Add a box collision, and on Event begin overlap with this box, when the other actor = this new variable you created earlier you now know that your character is overlapping the box. From there you can do whatever you want
@yuezhao1683
@yuezhao1683 Год назад
@@SpasmAtaK Thanks! very helpful!👍👍👍👍
@enricobersani8948
@enricobersani8948 Год назад
Great explanation, but personally im having a problem: i want to set a point of attraction formy niagara as the position of the bp actor. I tried to use your method but i cant access the user exposed "custom position" parameter i created. Am i missing something?
@JonasDahl-m6q
@JonasDahl-m6q 6 месяцев назад
omg I am trying to do the same thing and can't find anything on it on the internet! Did you ever figure this out?
@ashkane3674
@ashkane3674 2 года назад
how do i use a blueprint script to call a niagra system to play the particle ?
@blakegt.7326
@blakegt.7326 3 года назад
And... FPS drops like crazy, what to do? is it Niagara really better than the legacy particle system?
@carsoncarr-busyframes619
@carsoncarr-busyframes619 2 года назад
I've had this set up working but I'm trying to update floats after a niagara system is spawned through a BP. I've promoted the spawn to a reference and using that as the target for the float updates on the user params but it doesn't seem to work. Have you tried that?
@shimlaDnB
@shimlaDnB 2 года назад
everytime you change a variable the 'set float parameter' function needs an event exec. So you can do multiple things here, you could for example set float on a tick event, that way it just always updates and you can change it on the fly without that much hassle. problem is this is not very efficient and will result in framedrops if you do this to much.
@PS-du2iz
@PS-du2iz 3 года назад
hello there, thanks for your tutorial, unfortunatly i ran into some troubles... i am a very new to the UE environment, so please forgive me.... bu if anyone could provide me some tips/guidance i'd be endlessly gratefull
@shimlaDnB
@shimlaDnB 3 года назад
if you've added your niagara system as a component you don't need to reference it again. you already have the reference. Just drag out the niagara component and do the same thing
@megaipks
@megaipks 3 года назад
Cool! Now try to send a bool and tell us what you think :)) xD
@rossgribben3001
@rossgribben3001 3 года назад
Hey, im strugging to do this for the color curve, am i missing something? how should i reference a niagara system color curve, it doesn't seem to come up as a blueprint parameter
@shimlaDnB
@shimlaDnB 3 года назад
can you elaborate?
@rossgribben3001
@rossgribben3001 3 года назад
@@shimlaDnB sure I mean, here you reference a float. I would like to reference a color curve. So I can edit the colour curve from the blueprint instead of always going back to the Niagara system
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