The certificate at the end got me a job at a AAA game studio. He rejected me initially but as I was walking out of the interview, he stopped me and said "hey...how fast did you learn Niagara?" I said "it only took me 300 seconds" then I showed him this certificate. When he saw it, he was blown away and hired me on the spot. Now I'm literally swimming in money because I'm so rich from my role as a Niagara VFX artist. i'm never going back to the ghetto again thanks to this video. I'm about to buy solid gold salt and pepper shakers for my kitchen.
I sincerely hope (and probably everyone else who's here) that you can keep making these condenses, clear and amazingly informative tutorials. They are absolutely fantastic!
I automatically subbed you and anyone who produces Unreal Engine content in youtube or elsewhere online. Great Niagara fluid and particle simulation overview is what i needed to be. Im always searching great UE content online 24/7 and like every single UE tutorial that im aware of.
We'll be covering a range of game development aspects, mostly targeting UE5, as that's what we specialize in. p.s. we'll be covering lots of niagara :)
I'm predicting that you will be a top Unreal Engine RU-vidr very soon. With this level of quality of video and information, Its just a matter of time before you see serious success!!
Clear explanation, amazing illustration, no redundant information, no awkward pauses, live examples given. You've nailed every single aspect of it, half the video i was just in awe with how well you pulled them all off :') Looking forward to more of your Niagara content.
Cool! - Can i use niagara emmiter as a light? - As if every niagara particle can lightens room? In order to get dynamic illumination - for example animated-torch-flame illumination
Hello, That is the plan! However there will first be a beginner friendly video, which will include a a comprehensive walkthrough of creating an effect, as well as how to analyze the performance and then optimize the effect using different culling methods and gpu integration :)
@@MyGameDevPal that sounds awesome. Also, I’m just wondering something, if I had a particle beam, how would I make it follow the surface of something (so like an arc of electricity, how could I make it roughly follow a skeletal mesh, without clipping through it)?
@@nzgberg You're in luck, there's a step-by-step example of this in the new UE5 documentation! docs.unrealengine.com/5.0/en-US/how-to-create-a-beam-effect-in-niagara-for-unreal-engine/ Also check out the new ue5 content examples, there's a few use cases in there :)
current version of UE5 doesn't include a location based ribbon with the directional burst system. This makes it hard to continue following your tutorial.
Hello About possibility of Niagara We can change particle inside Niagara for: - plane, sphere and so on. Why there is no possibility to set a simple light sourse as a niagara particle? I don't kno how or it will be in future? 1. May be to make some lifehack and to attach simple light sourse to niagara's particle using blueprint? 2. May be somebody can easily realize it in C++? 3. May be attach light sourse to nia' particle for lifespan and detatch later? What do you seriuosly think? Realizing this idea will help to create real flame illumination -wow!!!!
Do they sell any “presets” or “templates” for let’s say water, fire, or those type of force field from the beginning to be a drag and drop style effect?
That was created by asher: asher.gg/ His epic presentations are definetely ones to watch as well, albeit they're in chinese, but there's english subtitles :)
I hope maybe following you i can get some of the answers i need. i made a fire aura using the experimental fluid Gas fire emitter template, however the fire doesn't trail the character when moving, it leads the character instead, maybe you know how to fix this? is it a parent parameter? do i need to reverse a value somewhere ? i also made a vortex nova off the same asset, and if i drag and drop onto a mesh, it works, if i try to call in in the 3rd person blueprint, it fails to render. HELP.
Great summary, but that is absolutely not what stack means. That's just a list. Stack is you can only add new features to the top, and they execute first.
I feel like all of the devs who make tutorials are all competing by seeing who can talk fastest and make us hit the pause button the most. It's getting ridiculous really.