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.
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.
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?
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!
@@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
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?
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?
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.
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
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
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 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