10 Minute Tutorials: Create Incredible Enemy Drop FX in Unreal Engine Using the Niagara System

  Рет қаралды 3,425

Breez-E Game Studios

Breez-E Game Studios

Күн бұрын

Пікірлер: 43
@amigoface
@amigoface Жыл бұрын
Now we are talking
@BreezeGameStudios
@BreezeGameStudios Жыл бұрын
😁 Thanks for watching!
@abdoulraoufgambo
@abdoulraoufgambo Жыл бұрын
Thank you so much !!
@irfanifio
@irfanifio Жыл бұрын
oh dude, we need more of this stuff, You got anew sub here hahaha. Can you do a sword trail tuto, most tuto are too long and boring
@BreezeGameStudios
@BreezeGameStudios Жыл бұрын
Definitely! i have sword trails on the list. I have been caught up in some sode projects, but hoping to jump back into tutorials soon! Thanks for watching! 😁
@specops2925
@specops2925 Жыл бұрын
Wooow amazing! can you show how to turn each particle into a variable to turn into health or XP ? im so excited
@BreezeGameStudios
@BreezeGameStudios Жыл бұрын
This is something I plan to do a tutorial on when I get time to record more. Soon to come! 😁
@specops2925
@specops2925 Жыл бұрын
@@BreezeGameStudios Thaaaanks i can't wait to see it (๑˃̵ ᴗ ˂̵)و
@IFiOstudio
@IFiOstudio Жыл бұрын
I want it too! new subs btw :D@@BreezeGameStudios
@merlinb5448
@merlinb5448 10 ай бұрын
@@IFiOstudio Had the same problem, the following two videos helped me solve it: kzbin.info/www/bejne/Z6G6ao2AftSKhqc - custom death event kzbin.info/www/bejne/l3LCaYGCr8eIiqM - exporting blueprint data what you basically want, is to export a boolean flag in the custom death event that marks it as "not died of old age" which practically means collected then you want to export the blueprint data based on that flag being true then in the BP_DropFX you implement the interface and the event so, that you get the length of the Data array (which is the amount of particles collected in a single event call) ad pass that data into the `GetPlayerPawn` -> `Cast To Your Character` -> `call method to increase XP or Health` hope this helps, even if i'm 2 months late
@og_batz
@og_batz Жыл бұрын
This is amazing
@BreezeGameStudios
@BreezeGameStudios Жыл бұрын
Thanks! 😁
@ladybird4444
@ladybird4444 2 ай бұрын
I noticed that the particles I generated are not following the character🥲🥲. Is there a way to make them automatically attach to the character? plz help me, thank you!
@BreezeGameStudios
@BreezeGameStudios 2 ай бұрын
Check 3:58 and 9:28 ish times for this set up. You wanna ensure the point attraction force has a user parameter set so that you can access and set the value in the blueprint. Hope this helps and good luck!
@val81leal
@val81leal Жыл бұрын
this is awesome! can you show how to turn each particle into a variable to turn into health or XP?
@BreezeGameStudios
@BreezeGameStudios Жыл бұрын
yup! i can do a video soon on this!
@val81leal
@val81leal Жыл бұрын
​@@BreezeGameStudiosawesome thank you can't wait to see it!
@tyk-tyk4083
@tyk-tyk4083 Жыл бұрын
@@BreezeGameStudios hi, very cool thanks, but will you make a video how, when picking up, each particle replenishes health or something, how is it done through the export of Niagara data to Blueprint?
@MaxStudioCG2023
@MaxStudioCG2023 Жыл бұрын
@@BreezeGameStudios hey man have you done that tutorial where the enemy die and transform intoo this effect so that player can take and fill up health with it???
@BreezeGameStudios
@BreezeGameStudios Жыл бұрын
@MaxStudioCG2023 unfortunately, I haven't gotten to this yet. I have been wrapped up in a couple other projects and haven't been able to do the videos I want yet. It is still on the list! 😊
@jephrennaicker4584
@jephrennaicker4584 Жыл бұрын
This was a really great work here!. but how do I get my player to register that the orb was picked up. As I am trying to do sort of a heal system.I look forward for your new content. Thanks
@specops2925
@specops2925 11 ай бұрын
The same to me Did you find any idea how to do it
@jephrennaicker4584
@jephrennaicker4584 11 ай бұрын
@@specops2925 yeah i did actually, you want to look into a 'CallBack' for Niagara. then after that you want the 'Event Rececive Particle Data' within your Orb BP, which leads onto a Trace.
@merlinb5448
@merlinb5448 10 ай бұрын
Had the same problem, the following two videos helped me solve it: kzbin.info/www/bejne/Z6G6ao2AftSKhqc - custom death event kzbin.info/www/bejne/l3LCaYGCr8eIiqM - exporting blueprint data what you basically want, is to export a boolean flag in the custom death event that marks it as "not died of old age" which practically means collected then you want to export the blueprint data based on that flag being true then in the BP_DropFX you implement the interface and the event so, that you get the length of the Data array (which is the amount of particles collected in a single event call) ad pass that data into the `GetPlayerPawn` -> `Cast To Your Character` -> `call method to increase XP or Health` hope this helps, even if i'm 2 months late
@KvltWitch
@KvltWitch 9 ай бұрын
Thanks so much for adding this! to export the boolean flag in the custom death event do I need to add a new output and set it in the event? any chance you could screenshot your death event and export particle data to blueprint settings? i know this isnt your video or anything so totally understand if you cant be bothered haha but it would be greatly helpful haha@@merlinb5448
@BreezeGameStudios
@BreezeGameStudios 7 ай бұрын
Apologies for the extremely late response, but I posted a new tutorial for this if you weren't able to figure it out yet. Good luck! 😊
@3D.ART.LEGEND48
@3D.ART.LEGEND48 2 ай бұрын
hello pls how to make sound on drop and pickup into this effect
@Slayer9299
@Slayer9299 Жыл бұрын
is it possible to use it in a sequencer?
@BreezeGameStudios
@BreezeGameStudios Жыл бұрын
yes, you should be able to use this as is in a sequence. however, if you need the particles to move in a specific way, this probably wouldn't be the best option and you may need to create a different vfx for it. but if you need it to just attract like in the tutorial, should work fine 😊
@Qwiggalo
@Qwiggalo Жыл бұрын
Anyone have a solution for orbs sticking to the floor? If they touch the floor like 5% of them get stuck to the ground and never reach the kill particle volume.
@BreezeGameStudios
@BreezeGameStudios Жыл бұрын
Hmm. I haven't seen this. Let me mess with some settings and see if I can replicate this.
@Qwiggalo
@Qwiggalo Жыл бұрын
@@BreezeGameStudios I think I figured it out, I was placing the effect spawner actor on the ground and it needs to be moved up a bit. My new problem I'm trying to figure out is why the particles fall through the floor after a sec or so
@BreezeGameStudios
@BreezeGameStudios Жыл бұрын
@Qwigs that's good that you figured out the sticking particles! For falling through the ground, try switching the order of the gravity force and collision (gravity above collision) in the emitter, which sometimes seems to be the issue. Hope this helps!
@Qwiggalo
@Qwiggalo Жыл бұрын
@@BreezeGameStudios Ya this was it! Put the collision module at the end just before the solve forces did the trick, thanks! It must have been the curl force and grav force pulling it down just a bit until it pushed through.
@kritikalskillz5437
@kritikalskillz5437 5 ай бұрын
Hello! First off amazing work! I'd like the particles to move towards actor without overlapping (my player doesnt move, enemies come to me) How hard would this be?
@Kurami4_
@Kurami4_ 28 күн бұрын
you daun
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