#visual-fx

1 messages · Page 21 of 1

celest birch
#

Most games I can think of use particles

cold sorrel
#

Of course you can just use a mesh. It'll look crap but it'll be cheap

#

This example isn't from Unreal but it's the most recent waterfall I've made. It's using both mesh and particles. It's the bottom one in the video.

indigo jolt
#

nice!

#

man so envious - such a cool game to work on

shell brook
#

does anyone know how to get visual effects or maybe a program that can make them because when i use the effects there 2d for some reason when you look down at them or from a angle it goes invisible because its so thin

indigo jolt
#

maybe show a gif/video/image of what you're trying to do then we can see what you're trying to do

#

if you don't have particles set to "camera facing" you'll have that issue, but sometimes that's what you WANT - depends on situation

shell brook
#

well i have a tank and i want it to shoot a big flame out of the end of it

indigo jolt
#

just use a mix of Camera Facing + Velocity Facing particles

#

the camera facing stuff will fill in where the velocity stuff looks bad

shell brook
indigo jolt
#

you could even use ribbons

shell brook
#

its annoying i want to try the tank out but i cant because the collision on it i dont understand

indigo jolt
#

ribbons for the streamy bits and fire-clumps that lead the head

#

that's one way it could be done

#

have the fire clumps be camera facing

shell brook
#

ok thanks man

#

do you know anything about collisions?

indigo jolt
#

particle collision or?

shell brook
#

no for my tank to be complex collision

#

what you set on the static mesh

#

because it keeps doing a capsule for some reason

indigo jolt
#

oh um just go to the top of static mesh viewer where it says Collision

#

and click the various options

shell brook
#

ye i can do that but when i try to do it to the actual tank skeletal mesh i select get collision from static mesh and it doesnt do anything it just keeps the capsule collision

indigo jolt
#

it looks like from your screen that you're in a blueprint though, so it's possibly having its collision done with a different override

shell brook
#

sorry not trying to spam

indigo jolt
#

you'll probably need to go over like a full vehicle setup tutorial

#

since this is likely the tip of the iceberg so to speak

#

i think the other problems that will crop up will be even more troublesome

#

and i could lead you down terrible path if we just stop here

shell brook
#

im already down a terrible path XD

indigo jolt
#

ya i think using a bunch of smaller collision shapes is more normal

#

complex collision on vehicle/character doesn't sound familiar

shell brook
#

but what i don't understand is the person that made that buggy made it so its not a preview mesh but mine is a preview mesh as you can see in the tank picture

indigo jolt
#

this part seems to cover the collision issues you're describing

#

and how to replace them

shell brook
#

have physics got anything to do with collision?

indigo jolt
#

usually each Skeletal Mesh has a "physics asset" that has its own specific collision

#

i'd just follow that doc there, it looks like how to do things right

#

it gets right to business

shell brook
#

ok man thanks a lot man

indigo jolt
#

no prob, hope it works out

#

good luck

shell brook
#

i had to make a new physics asset and attach it to the tank

indigo jolt
#

sweet! good work

jagged crane
#

been in this channel for the past couple days, there is a lot of good answers and stuff coming up, would be cool if they didnt get lost in the discord channel void

wanton vector
#

Anyone here that's got some expertise with True Sky? I've sent the devs over at Simul a mail regarding this issue already, but I was wondering if anyone could help me out with the godrays part of the plugin. Having a hard time setting up godrays that actually illuminate the cloud shadows, as shown in True Sky's set-up tutorial on Youtube. Could it be because I'm using the Free Trial and the effect is limited?

wanton vector
#

Got some better results with the godrays now - just gotta combine True Sky with Volumetric fog now for the foliage rays aswell.

indigo jolt
#

ah yeah i used it a bit. it's pretty hard on performance

#

it's only acceptable if you have some sort of game that involves literally flying above the clouds

#

or if you don't mind taking a 10-30 fps hit on some user systems whenever they look up

#

maybe good for cinematics

wanton vector
#

Hmm yeah... I do get a good framerate when looking at the sky though, gotta profile it hehe

#

Got any tips on how to achieve good godrays? Im using Extinction and the Godrays sliders, along with the Haze density. The extinction adds some artifacts if the value is too high though

#

Im gonna have flying characters in my game so it's a definite win-win for me. Just gotta figure out how to make it look as nice as some screens I've seen, and the tutorial video (which gets nice looking rays out of the box, even though I followed step by step - that versions UI and functions is a bit outdated hehe)

indigo jolt
#

honestly i couldn't get reasonably shaped clouds without seeing an FPS impact that was unacceptable. uninstalled and switched to the cheaper ultra dynamic sky

#

maybe it's better now? i was using it 2 years ago

#

but keep in mind, this was in a large, fully fleshed out open world survival game populated with foliage and the works

#

so it was easier to see FPS spikes

#

when you only have ONE thing in scene, that thing will often not do much to dent performance

#

no idea on god rays

wanton vector
#

I've got a 20x20km^2 map with dense foliage pretty much everywhere. Looking up at the sky, I get 120 FPS, but I'm on a 1080 TI, 32 rams etc. Functionality-wise it's improved a lot the last years apparently

#

Got something going, but the godrays are not accurate at all, and the shadows are too strong - finding it difficult to set a balance in the godrays.

near oasis
#

that looks gorgeous

#

the foliage is awesome too

wanton vector
#

Thanks 😃 The foliage billboards are pretty bad though haha, and quickly placed for profiling mainly. I think the godrays need more accuracy, so if I upped that somewhere the black shadows wouldnt look so pixelated

near oasis
#

Is this for like an actual game or you are just doing it for fun

wanton vector
#

Making an RPG, but mainly for fun and as a hobby

spare hare
#

The water doesn't look good aswell

wanton vector
#

@spare hare Yeah I'm very aware of that. The tree billboards got an issue where they dither and look absolutely horrible, and Im unable to find a solution. They flicker intensely when I move the camera (and when still), and look blurry as hell. The issue persists in Unlit mode aswell. Got some billboard work to do though, for sure
The water looks like a pile of concrete haha

tawdry swallow
#

How do you pass arbitrary data from Niagara to material?

#

nevermind, dynamic parameters work

fierce epoch
#

Did anyone else get crashes when adding a niagara component to an actor and trying to compile?

celest birch
#

Why would one change from cascade to Niagara?

brittle remnant
#

@celest birch i would not use niagara for production yet

celest birch
#

Ok

celest birch
#

@celest birch i'm using it for some testing purposes, and because the system is a bit faster at runtime than cascade particles

#

@wanton vector looks cool man. once you fix the tree LODs it will look even better , i like the layout and mountains a lot

wanton vector
#

@celest birch Hey, that's nice to hear. Gotta fix up the tree LODs for sure!

celest birch
#

did you use niagara in the fog stuff?

wanton vector
#

Nope, True Sky. Been playing around with it for the last two days, getting happy with the result so far.

When talking about tree LODs, I was wondering if anyone has any experience with this issue: tree leaves flicker when I move the camera - intensely. It looks like the issue is in the skylight's Cast Shadows, but then it persists in Unlit mode aswell. I need the Skylight to Cast Shadows to get proper lighting on the trees.

#

When I disable the Cast Shadow of the Skylight there's still a slight flicker.

chrome mountain
#

hello

#

is it possible to import reflection maps (aka environment maps) to ue4

#

thx

cold sorrel
#

Is your first name Atlassian?

chrome mountain
#

sure

jagged crane
#

really great tutorial

#

was able to follow along even though not in english

harsh sentinel
#

Anyone been using global vector fields a lot? Is there a limit to the amount of GVFs that can be active at a time?

analog onyx
#

It was 4, wasn't it ?

harsh sentinel
#

Really? I have 15 that's working, but maybe they increased the number. If there's a limit then that would explain why my system is not working.

harsh sentinel
#

Picture elements: blue arrows display the direction. When they are updated, the vector fields rotation and intensity and thoughness are set. The numbers displays each cells Intensity And Thoughness.
The yellow arrow (and the boxes) display the vector field rotations.
They do get updated with the correct values, but some are not responding.

analog onyx
#

Used to be 4, at least around 4.16ish

mortal lily
#

afaik 4 is a hardcoded limit

harsh sentinel
#

Well I had another test grid with more cells, and there 18 was working.

analog onyx
#

Note, that 4 is not a global limit, but a limit of 1 particle system being affected by a max of 4.

harsh sentinel
#

Oh. I guess I'm doing something here that just wouldn't work then.

harsh sentinel
#

I think I realized what the problem is. So the PS seems to only respond to the 4 first volumes within their bounds. And because the PS had bounds of -300 to 300, and my cells have a size of 100, most cells would be too far away from ever react with the 4 first volumes that "overlapped" them, as they were created.

#

So the particles a cell created, wouldn't react to that cells vector field volume. But then that means that the PS of a cell can only react to 4 out of 9 cells, including itself.. ..

harsh sentinel
#

Do you know if it will be the same for Niagara, or if that might change how many vector fields can affect a PS?

obtuse seal
#

@harsh sentinel Niagara vector fields need some work before you can play around with them but I don't remember seeing any internal limitation on total numbers of fields sampled.

harsh sentinel
#

Sounds good. Was just messing with Niagara and couldn't get them to work. I'll just work on something else in the meantime then.

barren raven
#

Anyone know why lights aren’t playing when spawning one of the Paragon emitters through BP, but the lights play fine when dragging the same emitter out into the world?

#

Tried fiddling with a bunch of quality settings etc but no luck

indigo jolt
#

the BP might have some sort of "disable emitter" node planted in there or something so it doesn't go off all the time

#

ie - waits for right time

#

gonna have to scan through it carefully to find it

barren raven
#

@indigo jolt it’s a blank new BP with no other logic, will have a scan through nonetheless thanks!

honest sable
#

^ posted a tutorial on how to create this type of stuff in my channel. Shadertoy -> Niagara

brittle remnant
#

trippy and cool!

short sorrel
#

the standard sun with the same foliage does not have this effect.

#

anyone know what I should be looking at?

spare hare
#

look into the Directional Light of your scene

#

There you will find something like "Light Shaft Occlusion" turn it on/off depending on what you want

short sorrel
#

thank you raildex will try this asap

reef oak
#

@honest sable subscribed 😃

short sorrel
#

@spare hare that doesn't change anything unfortunately

restive birch
#

I'm trying to make an fx with cascade to be a square shaped emitter that is on the ground to show that space is interactive (examples could be a mission start/end, or a zone that a player has to capture)
I've been trying to create this using a beam and then setting locations from one beam to another. What's the appropriate method to do this?

shadow jungle
#

@restive birch I think better to
create box geometry, but if you want beam set double sided material on beam, and turn off orientation to camera

restive birch
#

I figured if I start with a particle system I can expand upon it later to something really special

#

How do I do both of those things? I tried to find the options in the cascade editor and I couldn't find either

shadow jungle
#

for orientation try to look in emitter setting Screen Alignment. for double side look to root nose in material editor

jagged crane
#

I think huge part of learning niagara is understanding the inputs/outputs and how you can use nodes like lerp to switch to completely different outputs, thus giving a different sim. I barely understand this myself, but think mastering this is key.

restive birch
#

Thanks! I am on 4.20 so I could do it on niagra but other than epics tutorials there isn't too many tutorials. Thanks for the help

plush meteor
#

hey guys! random vfx question, how would i go about making an effect like this https://www.youtube.com/watch?v=G-B1xUe9TK4 but where the panning texture doesn't appear on the whole mesh when it first appears but "travels" from the beginning of the mesh to the end... not familiar with vfx terminology, i'm not sure how else i can explain it, i've got the texture, i can make the mesh, but i don't know how i'd make it work in cascade, what i'm looking for is more of a projectile effect than a beam effect but with the same look, something like the effect at 1:15 in this reel https://www.youtube.com/watch?v=PcTs-ssSlWo (just the projectiles, not the on collision effect), that's the basic idea, i know what i've explained very poorly what i'm trying to make but i hope somebody understands :p trying to get into vfx, please excuse my noobiness

Just showing it off because I couldnt make it during a livestream. Might be doing something cool later.

▶ Play video
cold sorrel
#

I show how to do it about 23 minutes in

#

in short, clamp the texture

plush meteor
#

wow i'm surprised you actually understood what i was trying to achieve with my terrible description 😄 but that's exactly what i was looking for, thanks very much, i think i got it (also, big fan of your work)

cold sorrel
#

Hehe, I speak fluent VFXlish. It's mostly handsignals and noises, so yours was easy

plush meteor
#

haha, yeah surprisingly i think it would've been easier for me to explain with handsignals ^^

honest sable
#

can we start using #ue4niagara on twitter? i'd love to see a nice stream of niagara content from around the world

plain dock
#

💯

analog onyx
#

In need of a tech art council, gents. I want to expand ocean shader to support foam streaking under strong wind. Earlier I just used a texture, but it does not cut it anymore.

#

Up to this point, I've tried overlaying a noise texture over the foam simulation, and at texels, where certain threshold was achieved, greatly increasing blur kernel along the wind direction.
Not feasible. Primary, because the noise, that drives origin of the streaks just does not correlate with existing blobs of foam.

#

Anyone got ideas on the subject ?

indigo jolt
#

jesus

#

good luck finding anyone with more expertise at water than yourself. Anyone from Rockstar here???

obtuse seal
#

@analog onyx What is the wind effect simulation looking like? 🤔

analog onyx
#

@obtuse seal Applicable to the foam, foam is advected in direction of the wind, dissipated in space, and reduced in intensity with time.

#

this is how foam data looks:

obtuse seal
#

How is the initial foam introduced?

analog onyx
#

Using surface vertical acceleration as criteria.

#

vert acceleration map is multiplied by a factor and frame time and added to foam accumulation map.

obtuse seal
#

And the issue arises from irregular foam movement/streaking due to noise. What is the noise generated/sampled from? I'm also curious what it looks like at the current stage *in motion.

analog onyx
#

I've rolled back that commit. It looks anything, but viable, in its previous state. Noise is a just sparse white pixels on black background. First of all, the issue is that streak is too straight and regular. Perphas blur direction can be modulated with vector noise, but the resolution of foam sim is kinda not friendly towards. But the biggest issue, those streaks are not appearing, where they should be, that is trailing a breaking crest. And yet the most challenging part. In reality, all the small foam patches get clumped up into large streaks, hence you are not seeing high whitecap coverage during storm. This kinda implies, that I need foam intensity transfered from smaller cascades into larger cascades, and that is a problem, because a smaller cascade is not guaranteed to tile integer number of times within larger cascade.

obtuse seal
#

Clearly you have some familiarity with the issue already. I'll try some ideas of mine on the side and see whether or not they work. 🤔

analog onyx
#

So far, the ideas revolve around advecting foam quantity, in a such way that each texel quantity would be transferred to the nearest texel in the direction, perpendicular to the wind, towards origin of the streak, and then the result would be advected with the wind direction. But... how to define that texel, that would be the origin of a streak? Like, in a group of texels, how to define initial advection direction to form the streak ?

rustic jetty
#

Hey Guys! Have been trying out Niagara and noticed that in the animation sequence, there is no notification for triggering Niagara Particle Systems. (Currently there is only support for Cascade) I understand that Niagara is currently just in Beta but was wondering if anyone knows if this feature has an ETA on it?

ocean hedge
#

Our game teams have gotten away from using anim notifies directly and instead use gameplay cues almost exclusively

#

That will be our first path

rustic jetty
#

Thanks for the direction! Will look into it.

fringe panther
#

hello 😃 i have a something like going on, but its a bit more basic question only due to me not knowing where to find any documentation for niagara ... its not clear to me how that i can link the position of a point attractor force to a position from a blueprint in worldspace, im trying to get particles to move from my spawned blueprint to another blueprintactor in the world

fringe panther
#

the feel when u found it and want to test it and crash unreal engine with it

#

probably is because this is not a fresh project (small tough) that was ported from 4.18 but the engine crashes every time i start it with a niagara system

fringe panther
#

after having a blunt i realised it was because i made it a gpu system , its actually an improvement over when i last tried then then the editor crashed when i tried switching it to gpu now only when i press play with gpu thats progress keep it up 😄 am excited for the niagara gpu systems to be more resilient

fringe panther
#

the more i am able to use it , the more impressed i am

fringe panther
jagged crane
#

Hey guys, wondering if what i am trying to do here should work? i have mesh init/update in stack and when i turn off add velocity module i can lerp between the above values just fine.

#

when i keep add velocity, i get the result on the left.

#

tried moving add velocity above and below update mesh module

#

FU

#

lerp curve needed to be normalize loop age

#

works now

#

hahaha

#

🦆

wanton cairn
#

This is cool! @jagged crane

jagged crane
#

Thanks! Gonna use this basic concept for a bunch of effects (spawning, teleporting, etc)

wanton cairn
#

Are the particles moving the mesh verteicies?

jagged crane
#

that is my next test

#

to see if i can assign a skeletal mesh in a moving pawn

#

to see if the particles will lerp to the world position

quick silo
indigo jolt
#

this is some basic stuff - might be more of a thing for Graphics channel, but regardless i'd share screens of the following: Material nodes AND Skeletal Mesh window with the material input slots shown so we know how many material slots there are and if they're all being used or not

#

my first impression based on what i'm seeing is - your material is working fine, but it's missing Emissive inputs AND it's missing Roughness inputs

#

and possibly metallic inputs as well

#

ie - there's likely a texture or textures that should be getting plugged into those slots. It could be that the Roughness, Metallic, and Emissive are all packed into ONE texture in the R, G, and B channels and you'd have to look at that texture to find out which is which - then plug them in accordingly - R output on texture to one, G to another, B to another

#

you're also missing your Normal map it appears

#

i assume based on what i'm seeing that you've taken ONE texture map (color) and plugged it into the Color input and done nothing else with material

#

@quick silo see above

quick silo
#

well ive done all my animations and mesh editing in Blender. Ive been looking around the last hour and it might have something to do with the UV maps and Normals exporting form blender

#

which if I have to redo the Normal maps on this mesh. Im completely devastated and screwed with this

#

i just dont have the time to do that right now

#

I think adding those 2 katanas and the sai completely jumbled the normal map and the old ones from the original mesh arent matching up properly

indigo jolt
#

show screenshot of the material

#

gotta see them nodes

quick silo
#

that second picture is the material that was meant for his arms

#

Element 1 in his mesh

#

hopefully this was what you were asking for

#

I think i just figured it out 😵

#

I had more than 1 UV map on the mesh in Blender. The one called UVDiffuse was the original and i deleted all others except that

wanton cairn
#

@quick silo this is a layered material?

quick silo
#

I dont really know honestly. Im a total noob when it comes to the Material system in UE. Im a gameplay/animation guy

#

I figured it out though. It had to do with settings in Blender. It wasnt a UE thing

#

Thanks for the help guys

wanton cairn
#

I see materials combined into one. I'm curious about that ha

quick silo
#

yeah its layered then. Theres different metals combined and it has a lighting effect that pulses by itself

#

that tall node in the middle even says "10 layer blend" or something l ike that

wanton cairn
#

On mobile so hard to see but awesome

#

Have been thinking about making one but my several materials are super light

barren raven
#

@wanton cairn You can download that asset (TwinBlast paragon asset) to check out how the materials are laid out

#

They use material layers (material functions) and blend them nicely in master shaders

#

Nice to keep layers clean and easy to work with

#

And is nice to have the "infinite" resolution it brings. It does significantly raise the cost of the materials though vs a traditional texturing approach that brings in a few final maps

wanton cairn
#

Ah mkay thx

indigo jolt
#

holy lord that's 10 material slots

#

no wait 16

#

so now that we know what you have, i think this is not just a "kinda complicated character material". this appears to literally be the MOST complicated character material - a full tech demo of layered materials

#

something so new that the lowest number of people possible will even be familiar with it

quick silo
#

yeah I got it from the paragon assets on the marketplace. Twin Blast.

#

Top notch work for sure

indigo jolt
#

i think your best bet is going to be finding an "intact" version of the asset, like perhaps open a 2nd project with the original asset in there unchanged or something

#

trying to re-create things from scratch on this would be devastatingly difficult for an amateur with materials and actually a high challenge even for advanced users

#

if you have 2 monitors and 2 projects - one with the original asset in its native state, then you might be able to cherry-pick the differences

#

that's best case scenario imo

quick silo
#

I literally fixed it though. I had 1 too many UV channels on the mesh in blender.

#

thanks so much for the responses and input though. much appreciated

frigid fable
celest birch
wanton cairn
#

@frigid fable Check your spawn settings

frigid fable
#

@wanton cairn what would i be looking for?

wanton cairn
#

Check to see if your emitter is bursting or not. Check the spawn rate.

lofty gate
#

Hey guys, how do i get a particle effect to play at the location of an object when a bullet collides with it? I've been trying to use event hit to no avail.

frigid fable
#

@lofty gate use the hit location

wanton cairn
#

Hmmm

lofty gate
#

@frigid fable doesn't seem to be working

frigid fable
#

then you mite be spawning it wrong debug the location using a draw debugger

lofty gate
#

The emitter, or the bullet?

frigid fable
#

the hit location so the bullet

fossil swan
#

dont need spawn per unit if its playing on hit

#

just needs a burst if its a few particles, or play for a few moments trough making sure the required module loops once for an amount of time.

#

spawn on hit

frigid fable
#

@fossil swan That screen shot i posted there is for my emitter I'm using for a trail for a plane, so it does spawn per unit but the issue is at the start it spawns more for some reason.

fossil swan
#

ahh mixing two posts hehe

#

can you show me the spawn module setup?

frigid fable
fossil swan
#

looks good.

#

spawn per unit?

fossil swan
#

hmm, should work just fine O_o

frigid fable
fossil swan
#

what's the lifetime of the emitter?

frigid fable
#

its set on 60 as the trail needs to last awhile

fossil swan
#

you are hitting the limit of amount spawned probably

#

i'd suggest to lower lifetime for a test for now see if that changes anything

frigid fable
#

Ill test it out thanks for the help

fossil swan
#

you might want to change it to gpu particles, which has a much higher spawn limit, or use trails for the long lines and just have a few smoke plumes burst at the beginning

frigid fable
#

Thanks thats a good idea

lilac obsidian
#

Wasnt there in 4.19 a TAA update where one can change the upsampling and sharpness?

brittle remnant
#

@frigid fable I would recommend doing this kind of effect as a material instead of particles. For a detail way up in the sky you’re paying a premium to render hundreds or thousands of particles.

#

On top of the cpu cost to spawn / update them

indigo jolt
#

ya i'd also do this as like a ribbon but set tessellation to the lowest possible amount so it's not too pricey

#

or even just a single quad dragging behind would work if you had the cloud puffs handled in World Position

#

really long one

silver pendant
#

So, Ive been working on a way to make a wormhole vortex, example: doctor whos tardis traveling space effect thing, and i want to make a hollow stream of that, how would u guys recommend going about that 🤔 should i take a big cylinder into cascade and make the effects? or is there an easier way? im not a big artist but i can do some things here and there 😛

wanton cairn
#

You could generate a cylinder along a spline, then use textures and particles for the effects @silver pendant

indigo jolt
#

uh cylinder with no horizontal edges along sides, grab one end of it, scale it down to a pin-prick, then add edge loops, then grab all verts except the biggest circle and rotate 15 degrees, deselect the 2nd biggest circle....rotate it all another 15 degrees....deselect the 3rd biggest cicle, rotate another 15 degrees

#

and keep going

#

until you have plenty of spiral action built into the UVs

#

and a nice funnel shape

#

then just add a panning material in unreal and you're done

acoustic widget
#

You can also add x to the y component of the UVs, and just UV it as a cylinder

indigo jolt
#

that's rather pretty

acoustic widget
#

this is UV.x = UV.y * 3 + UV.x

#

Thanks :)

indigo jolt
#

how does that look in material nodes?

#

i'm not even sure what that math means

#

is that like a custom node with that math or what?

acoustic widget
#

Nah, I just have a more HLSL background and tend to state things with it

#

easier to do text than take a screenshot

#

The actual bubble/vortex patter is way more complex

#

But ultimately all you really do is use a texture sample

wanton cairn
#

No picture 😦

acoustic widget
#

Huh?

wanton cairn
#

Your piture didnt sow up

#

*show

acoustic widget
#

The first or second one?

wanton cairn
#

the second

acoustic widget
#

How about that one?

wanton cairn
#

@acoustic widget yup that works

acoustic widget
#

wew!

wanton cairn
#

Its funny, i click on it it shows, but otherwise i get a turd image

#

Anyway, this is the simplest set up Ive seen for a spiral material

acoustic widget
#

Strange

#

Yeah

#

it also doesn't have vertex resolution problems like the traditional spiral UVs

#

for 3 instructions more per pixel it is pretty handy

wanton cairn
#

Thats damn awesome, I'll have to borrow and use this

terse wraith
#

I need some help 😐

#

How do i do the dirty lens fx on ue4

wanton cairn
#

@terse wraith Youd probably use a post processing effect

terse wraith
#

Yeah, solved

#

Thank you anyways 😛

wanton cairn
#

A simple google search 😃

terse wraith
#

Yeah, I did that one minute ago 😂

cold sorrel
#

That' what this discord should be called.

#

"Could you please google this for me"

terse wraith
#

Yup

#

Because I’m on a slow wifi

#

Well thank you anyways

wanton cairn
#

NP

uneven tusk
#

hello,
has anyone tried burst spawn in niagara?
it seems to produce no particles for me (while the spawn-rate produces visible particles)
thanks

surreal willow
#

hey peeps

#

I want to make a metaballs effect in UE4

#

there is this video where they demonstrate how to create the effect as a material, but the shape and interactionsa re kinda limited

#

anyone know if it is possible to do using Niagara or the procedural mesh tools?

brittle remnant
#

@surreal willow If you want to write some C++ code you could probably do it. There's no out of the box solution with the default tools though.

surreal willow
#

hmm ok

frank epoch
#

hey i'm new here. is this a board where i can ask about something?

fossil swan
#

check the channels, there is always one related to your catagory

#

each channel also has a description in case you arent sure

frank epoch
#

well other people use this for asking about the topic so i guess that means yes

#

this is my problem

#

the white line in the middle is the direct line

#

the beam texture is rotating around the wrong point

#

the emitter is placed where the white line is

fossil swan
#

might be a pivot offset, cant tell really

frank epoch
#

where can i find the pivot offset option?

fossil swan
#

if its a mesh, do it in your 3d program, if its a beam check innitial location, pivot offset, or any other location related module.

frank epoch
#

I've looked online and in the editer I can't find pivot offset options. Where are the pivot offset options in the editer? Also I think It's a material or texture issue, not a blueprint issue.

frank epoch
#

i looked back over a lot of stuff and noticed this

#

the source is not in the middle of the texture. how do i fix that?

indigo jolt
#

can anyone here confirm or deny my bias against Light Functions form a performance standpoint?

#

i'm trying to figure out if a VERY LARGE decal might actually be done cheaper as a light function

#

is this plausible or fantasy?

acoustic widget
#

A light function adds a fairly flat instruction cost + overhead to a light's normal pixel cost

#

dbuffer decals add draw calls too, plus they wrote to multiple buffers

#

generally cheaper to use a light function, but they have a lot of limitations

robust quail
#

try both ways and profile

analog onyx
#

Light function is considerably slower than a decal.

crisp pendant
#

Anyone aware of a solution to kill particles with an orthographic camera?? thanks in advance

#

kill on collision

fossil swan
#

there is a killbox/kill plane module thing, but not sure how that works in ortho

crisp pendant
#

uhh let me check

#

hmm cant really see it luos

#

i cant use the collision module

#

on scene depth

fossil swan
#

not sure you can use anything collision related stuff properly in ortho. but there is a kill module, which lets you set a box or planearea that when touched kills the particle

crisp pendant
#

ahhh got it but not really a solution

#

cause of the sprites geometry

fossil swan
#

¯_(ツ)_/¯

crisp pendant
#

😃 Thanks anyway

frank epoch
#

hey i know whats wrong on my end i just don't know how to fix it. i've tried pivot offset and it doesn't work.

fossil swan
#

@frank epoch whats wrong on your end? still talking about that laser right?

frank epoch
#

ya

#

the problem is the origin axis is in the wrong place and i cant move it.

#

pivot offdet does not work with beams

fossil swan
#

is there any reason it needs to be a beam?

frank epoch
#

is there another way the do a laser effect?

fossil swan
#

unless very specific, i'd just use a mesh plane or three

#

and use a laser-like material

frank epoch
#

ok ill look into mesh emitters. its just this is my first time working with particles so im not all caught up on the ins and outs

fossil swan
#

no worries.
i do have some tutorials for meshes & vfx but they are somewhat lengthy

frank epoch
#

i finally got it to work! i used a new material and now its centered correctly! 😄

dim musk
#

does anyone know how to get the noise on a beam to scale properly so that its the same regardless of the length

brittle remnant
#

@dim musk You need to change the noise wavelength based on the length of the beam through a particle parameter

dim musk
#

which particle parameter should i set? i cant find anything that affects the frequency that can also be set as a parameter

brittle remnant
#

You want the "Noise Scale" and "Noise Range Scale" Change those to parameters instead of constants and drive those values based on the length of the beam ie: Beamlength/NoiseScale

calm plinth
#

Hi guys i just getting acquanted with the particle system. My question is this effect or something howachivable easily. A beam emitter with specific curves or i dont know what other solution is the best. Thanks for helping

fresh harness
#

There's a "Sine" Niagara Dynamic Input script, but it doesn't show up when I search for it in the Add New Module to "Emitter Update" search box on a NEW emitter or system. It does, however, show up when I search for it in the same box on the Simple_GPU_System "Emitter Update" search box.

indigo jolt
#

@calm plinth i don't see an actual "attack" coming out of that gun. those are sort of the passive "pre-states" that would be on gun to complement the main attack sorta like a muzzle flash. to do those rings you'd just use mesh emitters with panning materials

calm plinth
#

i came to this solution. thank you for confirming my idea

indigo jolt
#

nice! good job

#

btw if those rings never change scale, then i'd go even more simple and literally drag and drop the ring meshes into the character BP and have them parented to the gun

#

and let the animating materials do the movement

#

there's a small but real cost to simply having emitters exist

calm plinth
#

thanks

viral wadi
#

@fresh harness The "Sine" dynamic input outputs a float, so first you need to select "Add New Parameter -> Float" then you can click the drop-down arrow at the right and select "Sine"

wanton cairn
#

@calm plinth is use a cylinder plane mesh with a emissive map on it.

manic mantle
#

hi guys
I have an emitter with limited emitter duration
it loops only one and spawns particles
I would like the particles to have less start alpha colour if they are spawned later
like if the emitter duration is 1 sec then particle spawned at start has 1 alpha color, particle spawned at 0.5 has 0.5 start alpha
is there a way to do this?

fossil swan
#

change the innitial color alpha to a constant curve and tweak it there.

#

at 0 with a value of 1 it starts with alpha 1

#

and afaik its not 0-1 but just time

#

so if at two seconds you want to start with alpha 0

#

end the curve at 2 seconds with a value of 0

manic mantle
#

ok thx, problem was I thought 0-1 scales to emitter duration

#

now it works but I still have troubles combining it with a colour over life

#

is it possible that colour over life rewrites initial colour?

fossil swan
#

yup

#

afaik if innitial color is 1/1/1 you can adjust it with color over life, or scale color over life

manic mantle
#

ok, I try scale color over life thx

fossil swan
#

it scales the innitial color, so it might need some thorrough tweaking to get right

manic mantle
#

it works now as I need thx

#

btw I'm relying on your toolkit Luos it's really cool 😄

fossil swan
#

glad it worked :)
thanks for letting me know, I am always a bit worried that the pack might not be the most useful for people, as it contains quite a chaotic amount of random things.

manic mantle
fossil swan
#

barely hehe, good work

manic mantle
#

thx I learnt a lot from that pack already :D
the blue laser is based on Thisle Beam, the end stuff is one of the sepals iirc

fossil swan
#

I like that sorta stuff, outside of the box thinking to get what you want/need

buoyant skiff
#

Guys I want to create a type of ghost that looks like a glitch. I want to create a sphere that moves around so that players can see the glitch effect outside of the volume. Any pointers on how I might go about this?

fossil swan
versed stream
#

I am just about to give a first try to Niagara, I believe it will be a good time. Curious though, would this be possible to recreate?

honest sable
#

yeah. the default emitter with spawn burst and a mesh cube renderer will get you close to that

versed stream
#

Was testing similar effect in Cascade, but I had an issue with the actual movement of the particles.

#

How does it work in Niagara, any improvements in terms of that? Like an animation or movement to tell particle where should it go.

honest sable
#

you can write scripts to control particles explicitly. or apply forces for dynamics

dense bobcat
#

Does someone know how to correct normals on a curved spline? Im using worldaligned texturecoordinates (planar from above) to make sure my dirt road spline is aligned to the terrain layer beneath it, but the normals seem to vary along the curvature of the spline. The track normal itself uses uv projection for the spline and does not show the same artefact.

zenith cape
#

Starting out with Niagara too. Having trouble passing info from code to the System.

#

I'm thinking I'm just messing up the namespaces. I'm trying to use this node, but I don't think it's affecting the named variable at all

zenith cape
#

okay. never mind. it's been working all along, but I was setting the parameters on ym test object on BeginPlay and expecting to see the results in the Editor Window without hitting play. /facepalm

zenith cape
#

anyone know what the #include is to get access to Niagara classes in C++? I can't find it anywhere online... there doesn't seem to be C++ API pages for Niagara yet

ocean hedge
#

There's not a single header include, but Engine\Plugins\FX\Niagara\Source\Niagara\Classes\NiagaraSystem.h is a good header to start with

zenith cape
#

Hmm... Not working. It can't find it.

#

Engine/Plugins doesn't seem to be part of the included directories in the VC Project... I wonder if that would fix it?

#

It seems to be able to find the files using a relative path like this

#include "../../../Engine/Plugins/FX/Niagara/Source/Niagara/Classes/NiagaraSystem.h"

#

but then it can't find the Generated.h file afterwards.

zenith cape
#

Solved it - Gotta add Niagara to the modules in the project's Build.cs first... then you can #include anything from the Niagara plugin Source folder... so just going #include "Niagara/Classes/NiagaraSystem.h" works now.

delicate depot
#

Hey, how can I change the Size By Life of a sprite in Niagara?

ocean hedge
#

Set Specific Parameter -> Particles.SpriteSize in Particle Update script

#

add a Vector2D from Curve dynamic input using the dropdown to the right of the value editor

#

animate the curve as you wish

#

it should auto-populate with the Particles.NormalizedAge value (0 to 1 over lifetime of particle)

delicate depot
#

Ahh okay, thank you 😃

short sorrel
#

i'm struggling to make a simple particle system of dust around a central point (helicopter landing)

#

anyone has a good pointer to start from?

strong carbon
#

@delicate depot in the next engine version release we have some modules for sprite scaling included by default. For now, just set spritesize directly like Shaun recommended!

delicate depot
#

okay, nice to know, thanks 😄

bright panther
#

Working on a cloud system as a side project to learn from

barren raven
#

@bright panther truesky?

bright panther
#

Its my own custom system

#

For now its just a series of planes with a custom remap function for mapping noise to my desired cloud heights. @barren raven

barren raven
#

Very nice stuff, looks great for a bunch of planes!

bright panther
#

Lots of fiddling with parameters to get it right. I'd like to do raymarched ones next or something .We'll see 😃

#

And thanks 😃

delicate depot
#

@bright panther looks üretty good 😃

delicate depot
#

I think with the gravity or force or something but I don't know where I can change it

fossil swan
#

lower innitial velocity, add drag

sly wraith
#

Can you use Post Process to single out and blur just one object in a scene?

lone heart
#

general Niagara question: has anyone been able to get a Dynamic Input script to work? my UE won’t compile any, even if I open a built-in one and try to compile it without changes

fickle helm
#

hey gus

#

what is the general opinion on using niagara for production?

#

is there a thread you can recommend that has latest info?

bright panther
#

@fickle helm niagara isn't meant for production yet to my knowledge.

cold sorrel
#

Correct

#

It's not production ready

fickle helm
#

Alright cheers guys

#

How do you like Niagara so far? Couldn't find much chat about it on the forums

delicate depot
#

@fossil swan the velocity is set correctly and the drag don´t helpt 😦

cold sorrel
#

I haven't tried it yet but there is tons of discussion about it here and another discord that shall not be named.

mortal lily
#

oh a secret sauce discord? hehe

lone oyster
#

Yeah, which is this discord? If its full only with professionals I am very very interested! 😄

analog onyx
#

Ever heard of VFX conspiracy?

lone oyster
#

Hmm, I am not sure. What is it about this conspiracy?

cold sorrel
#

It's against the rules to post other discords here.

#

Hence the secrecy.

lone oyster
#

Hmm, what about pm then? XD

mortal lily
#

^

lone oyster
#

@cold sorrel I sent you a pm. 😉

fickle helm
#

Can i get a pm with the name too :)?

#

Really cool flames, russus. Like the shape and color

delicate depot
#

Thanks 😃

fossil swan
#

I might be biased, but directing fellow vfx people to the vfx channel is not something I'd be against :p

cold sorrel
#

You are an admin there...

#

Ping me and I'll invite you. Now, let's talk about something a bit further from the rules edge.

fossil swan
#

and here :p

prime moth
#

yo, do you happen to know how to parse a customexpression function in material editor to another customexpression as an input node in 4.20?

#

it worked in earlier versions, now shader thinks that every input of custom expression is a variable

fossil swan
#

:p

#

also a great website for vfx resources, discussions, tips, tricks

fickle helm
#

thank you luos, much appreciated 😃

fleet vault
#

Is anyone aware of a way to use a world aligned mask to control particle emission? Looking at masking out the high points in my ocean and using that mask to spawn splash particles. Niagara preferably.

bright panther
fading pike
#

ok the first 5 seconds looking good... i think i watch that ~ thanks for sharing!

#

hope i learn something new. thanks!~

bright panther
#

I'm certain you will enjoy it! @fading pike

zinc remnant
#

this is cool, it reminds me of how they did the moss for example in Ryse Son of Rome with the layers

#

I think they did something similar with the fur in shadow of the colossus - neat idea using a similar approach for volumetric fog, I might try it out myself! 😃

bright panther
#

Sounds like it could be useful for something like fur.

indigo jolt
#

ya it's a neat fog technique - you could probably take it to the next level by influencing it by the Distance Fields of other objects

#

so it kinda "bumps up" against boxes

long rapids
#

hey gang, i have a cascade GPU question

#

i've got an emitter shooting some particles into an "energy shield" that is a piece of geometry with a material on it

#

i want the shield to 'stop' (collide) with the particles, and it does when i put an opaque material (defaultwhite for example) on it

#

but when i put a cool translucent 'energy' material on it, the particles now pass through....how can i get the shield to stop the particles even WITH the translucent (alpha <> 1) materials on there?

cold sorrel
#

You can't.

#

GPU particles collide with the depth buffer

#

translucent objects don't write to it

long rapids
#

any known workaround?

cold sorrel
#

Seems distance field collision is a thing these days

long rapids
#

thanks Glad

pliant carbon
#

Is it possible to use size by speed but in relation to the emitters speed rather than the particles'?

fossil swan
#

never tried but dont think so, though you can perhaps set on of the size modules their distribution to use blueprints, and control their size trough that + emitter speed

#

@pliant carbon

prime moth
#

Any way of excluding weapons in FPS from depth of field effect? I would like to blur very close objects - like the walls if player approaches them - but it also blurs weapons 😦

neat timber
#

@prime moth It's common in FPS to render the weapon with it's own camera. That way you can also change FOV and things to make it "look better" without messing with the rest of the game.

pliant carbon
#

is that possible in UE4 now? last i read, a long time ago, what that was not supported because of deferred rendering or something

#

was*

fossil swan
#

@pliant carbon speaking about my answer?

pliant carbon
#

nah sorry was answering Arcade

neat timber
#

Ah, ok. Not sure to be honest. You're probably right. Too bad.

pliant carbon
#

thanks @fossil swan thats probably what ill have to do

fossil swan
#

you should be able to draw weapons seperately, its done loads

pliant carbon
#

cant say ive ever seen it done in ue4

neat timber
#

Ah, you are correct. It's not supported, because it's custom to only some games.

fossil swan
#

people discussed it loads here

neat timber
#

Cool. I'll shut up then. Nothing to see here. 😄

fossil swan
#

cant remember how or what though, something with custom render pass/custom depth

normal bolt
#

Hey guys

#

Anybody know if this city bending effect is possible in stock UE4

fossil swan
#

not easily, and not accurately and easily

celest birch
#

wow thats crazy, never seen it before, could it be implemented as vertex shader?

indigo jolt
#

oh god that's nuts.....i can only assume they're doing some sort of sampling from more than 1 camera and blending the visuals somehow

#

that's my first inclination......use a big curved piece of geometry like a huge Half Pipe and draw a Render Target from another camera on it

#

then have it soft blend with flat surface....

#

if this is dumbest way to do it hmmm probably smartest way to do it is "get programmer to figure it out in custom game engine" is probably how they did it

celest birch
fossil swan
#

there is a shader like that on the mp, but its crap (to saythe least) since shadows are still where they would be if the curve was not applied.

#

so floating shadows and what not

#

if its done in screenspace thats interesting

tardy dome
#

@bright panther i made something like that but my material domain was volume had a flowmap go into albedo, inversed it and pluggged that into extinction... or something along those lines

#

prolly watch the vid later just scrolled trough it a bit for now 😛

bright panther
#

I'd like to see your version @tardy dome 😉

celest birch
#

Hello there, I am trying to build something, with custom textures but when I start and click on play it makes a weird flickering effect. Anybody any ideas?

tardy dome
#

it was more a fire smoke kinda thing, it looked kinda cool, posted some pics but sequencer didnt record it correctly so no movin stuff

#

it makes movin godrays, pretty dope

dull igloo
#

Possible bug in 4.20 UE Can another fx td confirm? Movement tolerance within spawn per unit not functioning.

hidden ruin
#

Hey dogs

#

i has probs

#

Trying out my new local volumetric fog particle sys

#

based on above tutorial

#

Im getting a slightly different result though im following his tut to a T

#

which is, that im setting my Lifetime of particle sys to 1 Float Uniform as mentioned

#

but my fog sphere will then appear and disappear

#

so I tried 0 and then im getting a stable sphere

#

that works fairly well

#

wondering the difference?

celest birch
#

If I have a texture object, how can I mask out all colors that are below a certain brightness value? I'd like to pump that masked texture object into a blur function to create a sort-of fake bloom effect for my UI.

celest birch
#

actually, I just realized. there's a custom HLSL node...

#

anyway, anyone know what would be wrong with this code?

float3 CurColor=0;
float2 NewUV = UV;
int i=0;
float StepSize = Distance / (int) DistanceSteps;
float CurDistance=0;
float2 CurOffset=0;
float SubOffset = 0;
float TwoPi = 6.283185;
float accumdist=0;

if (DistanceSteps < 1)
{
    return Texture2DSample(Tex,TexSampler,UV);        
}
else
{
    if (Texture2DSample(Tex,TexSampler,UV) < BloomThreshold)
    {
        return 0;
    }

    while ( i < (int) DistanceSteps)
    {
        CurDistance += StepSize;
        for (int j = 0; j < (int) RadialSteps; j++)
        {
            SubOffset +=1;
            CurOffset.x = cos(TwoPi*(SubOffset / RadialSteps));
            CurOffset.y = sin(TwoPi*(SubOffset / RadialSteps));
            NewUV.x = UV.x + CurOffset.x * CurDistance;
            NewUV.y = UV.y + CurOffset.y * CurDistance;
            float distpow = pow(CurDistance, KernelPower);
            CurColor += Texture2DSample(Tex,TexSampler,NewUV)*distpow;        
            accumdist += distpow;
        }
        SubOffset +=RadialOffset;
        i++;
    }
    CurColor = CurColor;
    CurColor /=accumdist;
    return CurColor;
}
#

It's the code for SpiralBlur_Texture, just taking in an extra BloomThreshold parameter (float3), and returning black if the texture sample returns a color below the threshold

#

I have the threshold set to pure black - so nothing should be below the threshold

#

but, even then, this code is returning black for everything

#

I presume it's a syntax error somewhere, because even with DistanceSteps equal to 0 (which makes it just return the original color), it's still going black on me

brittle remnant
#

Niagara question: Is it possible to spawn particles at mesh vertexes that have been displaced using displacement / world position offset?

fading void
#

@ocean hedge do you guys have in plans exposing control over particle spawning ? Ie, I'd like to have emitter around (for bullet tracers) and tell it to spawn particle when I shoot (and before spawning set paremeters like direction and velocity).

winged imp
#

Hi can you guys recommend any reading materials / examples, if I want to make dynamic low / high frequency wave pattern like the top-left?

analog onyx
#

@winged imp Simulating Ocean Surfaces by Jerry Tessendorf

winged imp
#

@analog onyx looks awesome! thanks. I'm getting right into it

winged imp
proper beacon
#

UE4 have some way to get the shadows channel only or the scene color without shadows on post process ?

pliant kraken
#

Maybe with the "Scene texture" node 🤔

#

there is a "scene color" node... i don't know how it work but it could be a solution

proper beacon
#

scene color can't be used on post process

#

and diffuse color just return the diffuse of the whole scene

#

textures

fossil swan
pliant kraken
#

nice! 😄

fleet vault
#

Do particles that are completely masked out (invisible, masked rendering mode) still cost? Looking to mask splash particles to high points in my ocean. Can't seem to mask their emission in any way, so thought I'd just mask the particles in the material in world space instead, but it tanks performance as I expected 😦

fossil swan
#

yup, they are still being emitted

#

just not visible, but rendered

fleet vault
#

Damn, okay. Doesn't seem to be an easy way around this issue then haha 😛

fossil swan
#

how are they emitted? per high point?

fleet vault
#

My intention would be to have a world-aligned mask that takes my wave displacement, finds anything above a certain height, and emits particles only in those areas. The wave displacement is applied to the particles too, so their vertical position matches the waves.

#

The frequency of emission doesn't have to be specifically one particle per high point, just a certain set density

fossil swan
#

how many emitters are active at one time?

fleet vault
#

At the minute I just have one attached to the player which covers a certain radius around the player, so it's just the one particle system

fossil swan
#

you could have one with a close radius with more particles (gpu i hope) one that covers a medium radius minus close radius with less particles, and perhaps one that does the far range with only a handful of particles

fleet vault
#

Ahh okay, and then just mask them in the material as before?

fossil swan
#

no, dont emit them entirely.
masking does not reduce its costs

#

but having control over how many you spawn depending on radius already helps

fleet vault
#

Ahh okay, I guess the issue I'm struggling here is how to determine where to emit particles based on that original mask 😃

fossil swan
#

though this is a very specific thing, never tried it before. I am not sure if I'd use one emitter, or one per wave in a certain radius around player

#

or ask a coder to come up with a better cheaper solution

fleet vault
#

I'll have a go at something like this, thanks Luos 😃

analog onyx
#

@fleet vault Collapse them to degenerates in vertex shader.

fleet vault
#

Oh interesting, that seems so obvious now that you mention it!

analog onyx
#

Not free, but better, than taking overdraw

fleet vault
#

I suppose they wouldn't be completely cost-less, but much better than overdraw

#

yeah

#

I'll try that out and report back 😄

analog onyx
#

Might as well bypass particles all together and do splashes on gpu only.

#

Mostly depends on if you need them sorted or no.

fleet vault
#

Not really, they're unlit at the minute, and I'm thinking I'll use dithering to fake translucency

analog onyx
#

depth tested is fine too. You might use a grid of instanced meshes, where each instance is collapsed and expanded only when whatever map you use to control emission dictates it.

#

Won't be particles technically

fleet vault
#

That's smart, thanks for the help! 😃

#

How's the foam simulation going? Saw your stuff a few days back, looks awesome!

somber raft
#

guys, probably simple question:
emitter bumps with may stay in world despite never spawning particles after burst spawning is over. error, where to look to fix this?

analog onyx
#

Thanks. I've put it on hold. Haven't found reasonable way to simulate streaks without several extra passes. Working on wakes and interaction atm.

fleet vault
#

Ahh cool 😄

fossil swan
#

@somber raft set required module loop to 1

#

kill on complete

somber raft
fossil swan
#

are you destroying it trough bp?

somber raft
#

let me check..

#

no other ways of destroying at the moment

#

what else could possibly check?

fossil swan
#

there is a destroy node in bp, but I often let my client their coder/blueprint person take care of that backend stuff

somber raft
#

well if I'll add destroy for spawned emitter, it will be destroyed immidiately, as far as I understand

#

or I need to add a timer to delay the destroy

#

but.. it's weird that it doesn't destroys on it's own

fossil swan
#

i generally add a timer and kill it off

indigo jolt
#

lol gotta be careful with that auto destroy, if it's part of the wrong blueprint it'll destroy more than just particle system

#

i've had that checked on a "spawn particle emitter" node in a blueprint - it caused entire CHARACTER to get destroyed too

fossil swan
#

hehe

#

yup

rugged scaffold
#

hi, so i'm running into a small issue and i'm not sure how to fix it

#

i have a cable component that's meant to be hooked up to a projectile fired from a gun

#

the cable component goes crazy for a few frames though

#

after the gun is fired

#

is there a way of fixing that?

#

it looks bad in general

rugged scaffold
#

that seems to suggest to not use a cable component...interesting

#

might be what i wind up using. thanks!

fossil swan
#

hope it helps!

rugged scaffold
#

ye i think so ^^

#

the only thing is that the cable mesh would need to have collision

#

and i'm not sure immediately how to make that happen

plucky meadow
#

Looks like a VR app?

thorn apex
#

Hey guys, I've been really enjoying Niagara so far.

#

Is there a way to generate a Niagara system and populate it with Emitters at runtime?

#

Ideally I want to also populate the emitters with modules at runtime as well

#

I can't find a node to create a Niagara system at runtime or a node to add an emitter to an existing system at runtime

#

Does that functionality exist or is it on the roadmap?

obtuse seal
#

@thorn apex Creating emitters at runtime would not be feasible as the shaders that drive them are compiled from the modules they include. Generating Systems at runtime is a different question, it would require that there not be any interdependence of the included Emitters and that Systems don't have any precompile requirements, I'll look into it.

#

Having looked at it, I don't think runtime generation of Systems is plausible as Systems contain their own scripts that trickle down data to included Emitters.

round fog
#

The RealTimeVFX forum monthly sketch for September is themed "Shield" - anyone else thinking of taking part? 😃

pastel nebula
#

Has anyone ran into an issue getting the particle position at the end of a loop or on death to generate an event in niagara. I cant find one like on cascade where you just specify on death as the event type.

wanton vector
#

Hey guys, anyone know what's causing this flame's smoke to change color, and how do I prevent it?

prime pecan
#

if I had to guess I'd say the billboards of the particles are facing downwards the more you look up, so they face away from your light and become darker

indigo jolt
#

yup Seirei gt that right. One solution is simply to have your smoke particles using Unlit Materials - if you need do use smoke indoors vs outdoors have 2 variants

#

a darker one for indoors that is only lit up orange from fire and goes black. a lighter one for outdoors that acts like it's getting lit by sun

#

look at a lot of the smoke/dust stuff in Grand Theft Auto 5 - most of it is Unlit

#

i think they made the right call

#

i think they may have also used some sort of material parameter collection type deal wired into materials and getting data from daytime

#

that's the smartest, most efficient method

prime pecan
#

I thought about suggesting unit materials, but I'm not an expert and wasn't sure if it's the right call, good to know that it was tough. 😅

wanton vector
#

Thanks guys, I will give that a shot 😃

#

That worked, cheers!

inland cradle
#

mmmh. anyone got an idea why my depth buffer's messed up in 4.20?

#

only happens after entering VR, and only since the 4.20 release build. I'm worried it's a hardware issue.

fossil swan
green harbor
#

Has anyone figured out how to change in real time skeletal mesh in Niagara?

pastel nebula
#

@green harbor it should do it on it's own. I've seen a lot of people trying to change the mesh to not visible under render settings, but all you need is a fully transparent glass material and your mesh will update the particles on every tick

green harbor
#

hm... what I'm trying to achieve is to use the same NS on different skeletal meshes. Right now I have to create multiple the same exact NS, instead of changing parameter

#

I tried to place it to User parameters, but I can't figure out if I have an access to change it in realtime

boreal echo
#

@viral wadi Well, this is interesting

#

Materials are unable to be used in both Niagara and Cascade

#

Surprised nobody else has run into this

lilac obsidian
#

well its niagara

#

its experimental so far

boreal echo
#

It's cascade

lilac obsidian
#

So i am not suprised

#

even luos dumped niagara

fossil swan
#

i didnt dump either of em O_o

boreal echo
#

Didn't think so

#

@fossil swan You getting the same shader issue on your side?

lilac obsidian
#

you said it was buggy XD

boreal echo
#

it is buggy

lilac obsidian
#

and not packageable XD

#

arent these 2 huge dump reasons?

fossil swan
#

iunno, havent seen the issue before.

boreal echo
#

It happens pretty immediately for me, any material used by a cascade particle sys will be unable to render correctly if also compiled with niagara shaders

ocean hedge
cold sorrel
#

It's not production ready yet, but it will be. If you dump every feature that's not perfect immediately, boy gamedevelopment is going to be a nasty surprise for you.

lilac obsidian
#

well dumping doesnt mean killing

#

i dumped it

#

but i will pick it up once people said it was cool

cold sorrel
#

I haven't touched it yet as it doesn't serve a purpose for me yet. That'll change.

fossil swan
#

I prefer to touch it once its more stable and a tad more finalized.
And, I prefer to have more learning resources since I am a slow learner.

ocean hedge
#

@boreal echo I'm having trouble repro'ing your issue with materials in cascade and Niagara in 4.21. We do this precise thing all the time in our test content. Can you DM me some assets showing off the problem?

viral wadi
#

@boreal echo I fixed a bunch of issues with material nodes and Niagara which could cause the inconsistency you're seeing since using some of them (e.g. relative time) would cause the vertex factory shader to fail to compile. This was compounded by the fact that a bug in the shader compiler was not printing relevant information to the log. In the mean time can you double check the output log for material warnings? Also if you have time time/disk space you could try this in the Dev-Niagara stream which has the material node fixes

boreal echo
#

It's not a huge issue, I just unchecked the niagara usage and it rendered fine. More curious than anything if this is more widespread

#

Ah, so looks like it was the ParticleRelativeTime node in my material

ocean hedge
#

ok great, thanks for investigating that for us

boreal echo
#

This works fine

ocean hedge
#

Frank has fixes for those issues forthcoming in 4.21

boreal echo
#

You guys are awesome 😃

ocean hedge
#

yeah, it was what frank predicted

#

the shader compile error reporting was accidentally broken in 4.20

#

those two problems combined together led to the confusion

fossil swan
sullen forge
#

@fossil swan that houdini thing is actually really easy to do

#

i think i could do myself without much issue. There is a node that can "grow" a selection, you could use that to mark stuff at the start

#

the rest is turning mesh into volumes, wich is emitting particles from the mesh and then booleaning that mesh out (or just planar cut)

cold sorrel
#

Don't use the grow selection hda for something like that. It's superhacky and slow.

#

Just do an infection or even a straight up pointbased noise

sullen forge
#

@cold sorrel also possible to do something like iterate over the neighbours of each pixel, and grab the max value

cold sorrel
#

*infection

#

😉

sullen forge
#

ah so thats what you meant with infection lol

green harbor
#

@ocean hedge , thanks! that worked! Would be better to have it changed dynamically though (may be in 4.21?)

cold sorrel
#

Only because that's what it is 😃

ocean hedge
#

@green harbor I think that it will change if you change what the attachment is

green harbor
#

or may be have a check box to obtain mesh dynamically overwriting default mesh setting. Like that we don't need to set/clear a default mesh when we look into effect in the editor.

ocean hedge
#

yeah I think that is a good idea

#

it makes that feature more discoverable

#

there was a mention earlier about cooked content not working in Niagara... does anyone have example art they can send my way? we routinely do this as part of our testing on consoles, so I'm surprised to hear that

green harbor
#

packaging my project. It will take few hours though (compiling from sources)

thorn apex
#

@obtuse seal re: NiagaraEmitters, what do you think about the feasibility of adding pre-defined Emitters to pre-defined systems at runtime?

#

Say the base system asset exists already, could you spawn multiple referrences of it and add different emitters to each of them?

#

Also how / is it possible to customize the static mesh in the mesh renderer at runtime?

green harbor
#

@ocean hedge, I did a shipping build - whatever effect I was working on works fine.

ocean hedge
#

@thorn apex we are likely going to split out the compiled emitter and system scripts in the future, which would bring us closer to what you want. Do you have a motivating use case?

#

It is not possible to customize the static mesh at runtime currently. All of this data is shared across all instances.

fossil swan
#

in 4.19 I need to span cascade over three monitors to see all the emitters since the horizontal slider is broken :/

fossil swan
green harbor
#

I'm trying to make a black color in Niagara - all pixels come out transparent. If I put any other values than 0,0,0 I see it, but 0,0,0 makes it totally transparent, even though my alpha is 1. Any ideas, @ocean hedge ?

ocean hedge
#

is it an additive material?

green harbor
#

it is default sprite material

#

it is additive

#

ok, fixed! Thanks!

#

@ocean hedge BTW, I noticed, that in my set up where I have a skeletal mesh set to none and after changing parameters (in particular color curve), in order to run PIE I have to close Niagara editor window (to stop spamming in the log windows that mesh is not valid). After few iterations like that, the editor and PIE become very slow. I have to restart the editor.

ocean hedge
#

ok, we can look into that

celest birch
#

I have a recursive event (in Niagara) where I would like to keep track of the emitter in the hierarchy (the level). Does anyone have any suggestions on how to do this?

solid stream
#

with POM ?

thorn apex
#

@ocean hedge Regarding use-case for being able to dynamically add emitters to a Niagara system, we're building a "particle lab" which lets you drag and drop different particle systems into a single system, and the system is populated with a 20+ live particle params which change on every tick which are then used to animate the system. In the process of playing there are potentially hundreds of systems in the world which are each being pushed those particle params on tick, causing potentially thousands of calls of the Set Particle Param method per frame. Currently the only way to manage the situation is by creating our own "system" wrapper which contains several Niagara systems which each contain just one emitter which are are all being pushed the same params with a single method. It would be optimal to be able to use the native Niagara system architecture to do this without needing to roll our own wrapper.

#

Regarding changing static meshes at runtime, within the particle lab system we want to be able to cross-pollinate meshes from other particles it's mixed with, so that you could mix a strawberry particle system and a kiwi particle system, and the kiwi particle system inherets and strawberry mesh, and the strawberry particle system inherets the kiwi mesh, for instance, inverting the behaviors / meshes and child emitters of each one respectively.

#

Be being able to change meshes at runtime and dynamically generate the systems based on component emitters would make it much more efficient, and allow for the desired behaviors. If it requires compiling the emitters / systems at runtime after editing them, that's understandable, it doesn't need to change all the time, just when you mix new ones together.

cold sorrel
#

That crack is a stencil, but it could be done with POM

solid stream
#

@celest birch you can make some quite complex decals with POM

prime pecan
#

If it's geometry then you might be able to tinker with the depth offset in the material. basically have the mesh above ground and then just push it back so that it's depth is just above it. But of the top of my head I already could think of a few limitations and issues with that approach

cold sorrel
#

It's a stencil. That's what they do.

analog onyx
#

Well, me thinks using stencil is a bit of a luxury for such effects, unless it is a hero cutscene.

celest birch
#

does anyone know if its possible to dissolve everything in a sphere collision around you

#

like this door but instead its EVERYthing

prime pecan
#

make a dissolve material function and plug it into every shader?

#

at least that's how I did it in a past project

#

but if there's a more efficient way I'm all ears

hollow crypt
#

I don't know how to post on the chanel for looking for talent. If someone could help me that would be awesome.

mortal lily
#

check pinned messages for instructions.

hollow crypt
#

@mortal lily thanks

#

@mortal lily which channel tho?

mortal lily
hollow crypt
#

haha makes sense. Sorry @mortal lily

mortal lily
#

np 😄

fossil swan
#

always great to see people reading the rules

#

<_<

cold sorrel
#

*bending

fossil swan
#

XD

fossil swan
sullen forge
#

3 of the guys roaming here

fossil swan
#

just shows that there arent many really active on social media/chat tools :p

cold sorrel
#

Hey I know those people!

fossil swan
#

if you combine all their powers you get captain kapewpewpew

wanton cairn
#

More like Capatin Micheal Bay ;p

analog onyx
#

How do you set emitter time directly through blueprint ?

honest sable
#

woo

river forge
#

Do beam emitters respond to lifetime? In other words can I use color over lifetime on a beam emitter and have it die like a standard emitter say after 1 or 2 seconds because I've been trying for way too long. This beam just won't die.

#

I'm prepared to do it in the blueprint but I feel like that's a little messy since the modules already exists the beam just doesn't seem to respond to them

#

¯_(ツ)_/¯

tender sentinel
#

Any idea if there's a way to make particles less visible in a dark environment?

#

The room here is almost pitch black but the mist particles are completely visible even with the lights off

river forge
#

@tender sentinel are they unlit? perhaps blend mode additive or modulate would fix the issue?

sullen forge
#

he has made the game by himself

#

even on switch and ps4

#

the game is guetto as hell, he has so many cheap tricks to get a decent result with minimum effort

#

for example, the enemies are using the mannequin skeleton and default mannequin animations XD

fossil swan
#

if it works, it works

sullen forge
#

yup

#

that makes the channel and his stuff fun to watch

#

its the only way you can do a game like that with such a limited manpower

#

be smart instead of getting more art/etc

fossil swan
#

yea, I am trying to make a big game with very limited resources so I am spending quite a long time designing methods on how to reuse as much as possible, without it all looking the same.

mortal lily
#

with some bought assets as you can tell by the incoherence in art tho 😛 But yeah not much else you can do as mostly single dev.

buoyant arch
#

Does anyone have any idea why Niagara's emitter is not rendering with Sim Target set to GPU Compute sim ?

#

In CPU Sim it shows the fx just fine

#

but when I switch to GPU it doesn't show anything

#

It actually says simulation invalid

buoyant arch
#

It seems Skeletal Mesh are not compartible with GPU sim

#

I now have a new problem when trying out Niagara. The Spawn System (regardless of attached or at location) always place the system at 0-0-0

short sorrel
#

all, in my game the footsteps are an important part of the game since they allow to track down players. however, for obvious reasons i cannot simply create decals like there’s no tomorrow

#

so i was thinking to have decal actors that have an overlapping sphere component: when entered they become visible, when exited invisible

#

this is a mp so a quick computation is 30 steps x minute x 12 players = 360 a minute

#

on normal scenarios

#

can easily double if everyone just runs like crazy

#

... can this system work?

vivid nebula
#

Hey guys! Have a question about Niagara. Anyone knows how realised LODs in Niagara? (Level of details) In Cascade we must create some LODs for each emitter and tweak distance, but how to setup it in Niagara?

fossil swan
#

using a local aligned kill plane, but for some reason it doesnt work when the effect is placed and rotated

#

(cascade)

ocean hedge
#

@buoyant arch make sure you have a System Location module in your stack to spawn where the system is at. Skeletal meshes are not yet supported on the GPU.

#

@vivid nebula scalability is still something we are working on, ideally you will drive performance via Niagara parameter collections and scaling up/down the features rather than explicitly creating different versions of the system

vivid nebula
#

@ocean hedge Thx

buoyant arch
#

@ocean hedge How do I add a new module into the stack? I was going through all the + icon and couldn't find the System Location module mentioned. Thanks in advance!

#

Ooh I found it

#

in the Particle Spawn

#

Hmm, it's now spawn somewhere else now. I will do some print out on the niagara actor location

#

The location of the spawned niagara actor is way off from what I'm specifying in the input node.

#

^ above is my blueprint code to spawn a system and attach it into my mesh @ocean hedge

#

Thanks in advance!

ocean hedge
#

looks like you are doing a double translation

#

if it is attached to the mesh, it will inherit it's transforms since the mesh is the new parent

#

you don't also need to set its transform to the mesh transform

buoyant arch
#

@ocean hedge I found the problem. It's in my module script where I used Get Tri Position instead of Get Tri Position WS

#

Now it's working

#

Thanks so much for the help

small bolt
#

Is there a way to use a Niagara trail effect in an animation as a notify state? 🤔

#

Cuz currently you can only use cascade 😭

fossil swan
#

i'd kill for muuuuch more control over niagara than cascade currently has in persona

golden hamlet
#

heey

#

how does one not render VFX as long as the player doesnt see it?

#

talking about VFX inside a room

celest jasper
#

this is the default behavior, except when your particle bounding box is slightly bigger than your visuals

#

@golden hamlet

golden hamlet
#

not in this case, its behind walls inside a room, standing a bit further from the room results in lag

#

So it does render it

#

@celest jasper

#

or it compuets it i guess?

celest jasper
#

can you make a screenshot of your bounds in the level you are talking about?

#

because occlusion culling is enabled by default and should work

#

@golden hamlet

golden hamlet
#

we are using the default flame vfx from ue4 as testing, we are going to implement our own, so i tried the bound scale in the standard settings here

round fog
left raptor
#

did anyone mess with epics realistic character hair shader?

#

my shaders comes up very bright

#

and shiny

golden hamlet
#

why are none of these working?

#

or any form of collision on the other vfx even tough the vfx is clearly destroyed by a blocking volume, but no overlap or hit event on that object is triggered

#

what..

hushed vortex
#

Do the particles have a trigger with collide all on? It needs something to use to trigger itself.

golden hamlet
hushed vortex
#

But you have a blueprint. In the editor for the particles blueprint add a trigger and then base your print strings off that trigger instead of the particle itself.

pale ivy
#

Hey guys. Just started toying with Niagara. I'm looking to add some sort of Wind Effector to all my particle systems. The wind value would be set with a blueprint. Currently I'm feeding all my Niagara particle system the wind value through blueprint (via Set Niagara Variable) but I'm hoping to bypass blueprints entirely. Ideally I'd like a way to get this variable directly via a Niagara module or something like that (kinda like materials accessing global variables via material collections). Is it possible? Thanks

#

well.. I kinda missed Add New > FX > Niagara Parameter Collection lol. Sounds like exactly what I need x_x

ocean hedge
#

@pale ivy that's exactly what I was going to suggest

#

@small bolt animation binding not yet supported

#

@fossil swan what kind of things would you want to drive in Niagara through persona?

round fog
#

@ocean hedge I don't know about Yoeri, but having access to animation curves for use in Niagara would be awesome

honest sable
#

niagara parameter collection? is that...a collection of niagara parameters? bulk set?

ocean hedge
#

Just like material parameter collections

#

Properties that are set once and accessible anywhere

pseudo skiff
#

is Niagara going to work on Android in 4.21 ?

honest sable
#

globals. got it. thx

fossil swan
#

@ocean hedge basically any value you could adjust in blueprint, but trough persona.
spawnrate, color, location, as much as possible.
materials can somewhat be controlled trough graph/anim curves (which still works tedious and occasionally borks) but the more control we could get in persona the better.

#

i.e. I have an impact effect which is always identical but its color, size, lifetime depend on its usage.
atm I can convolutely set the color trough a graph in persona, but thats it. having direct access to whatever niagara has for variables/parameters would open up a lot of possibilities and increases workflow quite a bit

ocean hedge
#

@pseudo skiff we're still looking into it, lots of last minute Vulkan changes to take into account

fossil swan
#

if I may ask @ocean hedge what has been the most tedious part of getting niagara up to snuff?

ocean hedge
#

@fossil swan honestly trying to decide what parts of cascade to carry onward and which ones should die in a fire. Cascade has 10+ years of feature development put into it and some features are buggy/not well defined/have a lot of innate tribal knowledge needed to use properly. Given the structure of Niagara, we need to effectively re-implement anything that we want to carry forwards, which is both good and bad. Good in that we revisit the features and can try and make them work better / be more flexible/ etc, but bad in the sense that there's just a mammoth amount of interactions and features to rework.

fossil swan
#

I bet, the people who went trough the cascade part of the source code told me a lot of features where unfinished, taken out, are outdated, or just very convoluted in their workings.
I'm sure you & the team will find a good solution for it all though 😃

ocean hedge
#

the nice thing about Niagara is that even if we make mistakes, you guys won't be so beholden to us to add functionality. It should really enable far more creativity in the future.

fossil swan
#

yea, thats an aspect I really like, no more need for weird workarounds.. or well.. they'd still be considered workarounds

#

but in this case, probably much more reusable and reliable hehe

oblique lodge
#

Hey guys, is there a way to assign material to mesh particle emitter with blueprints in 4.19?

round fog
#

I'm not 100% sure, but Set Material on the particle system component with the ID as it shows up in the material list of the component details should work

golden hamlet
#

yes @hushed vortex i have both a trigger on the thing thats hit, the particle and the emitter, no triggering at all possible

#

seems at its bugged in 4.20 or im doing something wrong, but i have recreated the problem in a blank project as well

#

doesnt seem to be working for me at all

brazen galleon
#

@round fog Are you going to do a tutorial on that effect? Are you using the system or the old? Looks very cool!

cold sorrel
#

There are several tutorials explaining how it's done out there already

round fog
#

@brazen galleon no tutorial, but probably a breakdown when it's finished

#

And this is all still with Cascade

dry steeple
#

how do I make my Particles spawn instantly at the same time ?

#

Ive messed with the Spawn tab but get no results of improvement.

round fog
#

Use burst instead of spawn rate

#

I.e. add an entry to the burst list, and put however many you want spawned in there

#

In the spawn module

dry steeple
#

@round fog Thanks man 😃

sterile saddle
#

@round fog I would love to see the breakdown ❤

vivid nebula
#

Hey guys! Have a question about Niagara. How to add random image changes to sprite particles?

ocean hedge
#

use a uniform dynamic input in your particle update script to select from the subuv index every frame

vivid nebula
#

@ocean hedge thx ill try

brazen galleon
#

@round fog Yeah ithat would be great, it looks to me like you are using some of the samethings you do when creating a rain effect, but I am not a VFX artist or how to make good pro effects.

vivid nebula
#

its work

hushed vortex
#

@golden hamlet definitely odd. Did you say it was with niagra? Because im currently triggering particle effects in 4.20 with the normal editor.

indigo jolt
#

@round fog are you using Render Target for that shield stuff?

round fog
#

Nope

#

Way too expensive for that

indigo jolt
#

yes that would be very expensive

#

are you spawning particles on collision?

cold sorrel
indigo jolt
#

clicking!

cold sorrel
#

The endresult of the tutorial is horrible but it does show the impactlocation ripple stuff. I did the same a few months back. Using the ripple for vertex position offset makes for awesome bubbleshield behaviours.

indigo jolt
#

ah world position on a sphere mask getting data from the blueprint

#

that's kinda neat

#

hmmm i currently use a system that does full body hit-reactions to character skins....takes ages to compile the material function, but maybe it would be worth adding this....kinda wary about how that might affect shader costs by tacking this on top

#

it's likely cheaper and visually better looking than spawning decals on characters, which i rarely do

round fog
#

@cold sorrel haven't seen that one yet, will check it out! What I'm doing is using particle events to spawn individual mesh particles at the impacts using the same mesh as the shield shape, and then offsetting them in the vertex shader to put them back where they should be. Ripple then via standard time/location mask shenanigans

cold sorrel
#

Huh!

#

Did not see that one coming

indigo jolt
#

ya i'm still kinda confused how the mesh particles would work on the character mesh

#

like are you spawning an entire character mesh each time with a world-position-parameter determining hit location in the material on it?

round fog
#

That technique in the video looks way too convoluted... Can't have sound atm, so just skimmed it, but is that spawning an emitter for every impact?

cold sorrel
#

The emitter isn't the interesting part

#

it's the adding masks at impactlocation

indigo jolt
#

no, that video is just updating an animating sphere mask that's built into the original mesh

#

so wherever you hit, the sphere mask moves

round fog
#

Aaah

#

That's better

indigo jolt
#

is it?

round fog
#

But it means you can only have one impact at a time

cold sorrel
#

no

indigo jolt
#

i mean your technique looks awesome, i just can't tell how expensive yours is

round fog
#

Well, one or N fixed amount of concurrent impacts

indigo jolt
#

wait, Glad you just said "no" how could it do more than one impact at a time?

cold sorrel
#

watch the tutorial

indigo jolt
#

hmmm i need to stop skimming i guess

cold sorrel
#

N fixed numbers

#

to be honest it may not have been the right tutorial but you can feed a few in

round fog
#

Will have to do when I'm back at a PC and not in the room with a sleeping person ;) I'll do a breakdown of mine when it's finished, but in terms of cost, it's one mesh particle per impact, only one single emitter for all the impacts

#

Planning to optimize it using vertex collapsing

indigo jolt
#

yeah i want to see how you got the mesh particle to sort of "wrap" around the character mesh like that

#

not just a depth-fade check right?

cold sorrel
#

I mean, you already have the mesh

round fog
#

I have a shield mesh, which is based on the character mesh, pushed and retopoed

#

That's the mesh for the mesh particle

cold sorrel
#

It's a good technique. I just didn't expect it 😃

indigo jolt
#

well i'm going to stay riveted to this topic honestly

#

it's pretty valuable stuff

#

thanks for sharing

round fog
#

Hehe, hopefully all will be clearer when I've made a breakdown afterwards

#

This part to me is not that exciting because I've kind of done it before, but the things I want to learn are more in the area of aesthetics, timing, etc

indigo jolt
#

ya that's hard stuff to get right. i usually get timing best when i isolate out color and fancy shader work, and i can tell aesthetics can be improved if i try painting over a screenshot of my own work

#

but still, i don't always follow those steps 😦

round fog
#

Hehe

#

Practice practice I guess

#

Which I don't get enough of

indigo jolt
#

ya sometimes i just like staring at something for 5 hours as it goes on repeat, and just tweaking over and over

#

i dunno if that's stupid or not

#

maybe i just like doing that

round fog
#

It's your inner art director trying to micromanage your inner artist :p

analog onyx
#

Yeah, that is kinda one of approaches that gives you technically N scaling.

celest jasper
#

Can't wait to see it on a spaceship

brittle remnant
#

The only problem with this technique is that you have to pay for N* the shader cost for the hit effect for the whole character

hollow apex
#

how do i spawn a rain particle effect in the whole level?

golden hamlet
#

@hushed vortex Yes, i have activated actor collison and properly as the picture above showed. Then i have all the possible hit events on both the particle emitter inside the blueprint and the other blueprint that it hits. There is no trigger what so ever anywhere EXPECT that the particle destroy it self. I have on destroy, hit anything possible and i get no respons what so ever on any events

crisp pendant
#

Anyone knows of a possibility to keep particles orientation after driving a VF through it?

quaint bluff
#

right, so damage display system

#

widgets, or particles with material instances

#

I would imagine particles would be cheaper

#

I guess rendering text to material isn't exactly cheap either

fossil swan
#

afaik, fortnite uses meshes

quaint bluff
#

🤔