In this video, we create a ribbon particle effect with a dynamic end point. This could be used for things like bullets and projectile tracers or laser beams.
@sheikhsadab Жыл бұрын
For UE 5.2 users: Seems like in UE5.2, you will have to create (and bind) the user exposed variables from the Niagara System instead of the Emitter. Other than that, everything is exactly the same. (Faced the same issue, so thought it might help someone else out) @DevEnabled , Thanks for these great videos, brother!
@becomeplayer16 ай бұрын
I had to check the 'Absolute Beam End' Boolean to true too
@ty_teynium4 жыл бұрын
Please do more Niagara tutorials! Your pacing and breakdown is really nice and easygoing.
@simpleepicАй бұрын
Also notice that even if you setup BeamEnd properly it may cause to rotate in weird directions when firing. So make sure to tick AbsoluteBeamEnd at the respective niagara system.
@daviderocconi_soundsАй бұрын
Thanks! You definitely saved me a good headache :D
@rifz424 жыл бұрын
Thanks! I hope you're going to make a lot more Niagara videos. : ) I didn't even want to make a beam, but I learned useful stuff.
@DevEnabled4 жыл бұрын
Haha, beams aren't the most interesting, but a nice way to show off user values and dynamic points.
@glebe50392 жыл бұрын
This is gold for newbies like me
@kiseli666 Жыл бұрын
Hi, nice tutorial, but iw hit the wall. I dont have + sign beside User exposed in Niagra System. Using UE 5.2, what to do?
@IsaacCode95 Жыл бұрын
did you manage to solve this ?
@UnrealThinking Жыл бұрын
@@IsaacCode95 use N_Projectiles_System and user parametres
@sheikhsadab Жыл бұрын
Seems like in UE5.2, you will have to create the user exposed variables from the Niagara System (can not create these in the Emitters). Apart from that, everything is exactly the same.
@naymalord98324 жыл бұрын
Oh thank you very much for this! Good Niagara tutorials are really not a common thing at the youtube for now
@yaserbahzad25914 жыл бұрын
thanks a lot for the tutorial and hope to see more in the future, there are not much videos explaining the same as you do, please keep the good work up and coming
@DevEnabled4 жыл бұрын
Definitely, they seem really popular so I'm excited to cover some more.
@DigitalGenki3 жыл бұрын
When i increased my emissive strength to 30 like you did at around 6:05 , i didn't get a glowing / bloom effect like you did, why am i missing?
@SurvivalRino3 жыл бұрын
Place a Post Process in your lvl and use the Bloom settings
@yunochoi87473 жыл бұрын
Go to Project Settings -> Rendering -> Default Settings -> Turn on Bloom. For me it solved the issue.
@hillstudios12 жыл бұрын
Keep engine scaability to high
@oo_atlas_oo4 жыл бұрын
Really nice video! Keep up the good work :D
@Krecik12184 жыл бұрын
I've go problem with this. I set location to my muzzle flash socket in my gun and beam end to HitPoint from LineTrace. It's not working properly, projectiles are spawning in wrong direction. Only when my character is at world origin (0,0) they are spawn in correct way. I tried changing beam to local space but without result.
@TheHarsh13103 жыл бұрын
Hey.. I don't know if you solved your problem or not but I was facing a similar issue where the tracers would spawn in the wrong direction. I fixed it by going to the Niagara System created in the tutorial, selecting the emitter node, selecting 'Beam Emitter Setup' and finally setting 'Absolute Beam End' to true. Try this. Maybe it will work for you.
@Krecik12183 жыл бұрын
@@TheHarsh1310 Yeah I solved it earlier in the same way. Thanks.
@sanketvaria9734 Жыл бұрын
I have a problem. I have a projectile that curves, so a beam wouldn't work so I tried to make the ribbon a trail. now it works but when the first projectile bp actor spawns the particle does not show up but takes time hence it looks as if bullet is fired from a feet away from the gun nozzle, So I tried to increased the spawn rate of particles in niagara and that reduced the gap, but eventually the problem returned. increasing the spawn rate isn't helping anymore.
@paipai7622 жыл бұрын
My auto turret now hits nearby enemies with deadly beams! sweet ty
@DevEnabled2 жыл бұрын
Sounds good, happy to help.
@diliupg Жыл бұрын
When I add the Blue print to the game and move it about using the arrow component, the beam end does not update though I can edit it manually. I am on UE4.27.2/ Why is that? Can you help so many years later?
@chuanzhou61034 жыл бұрын
When I shoot continuously with beam, the trajectory is in series. Is it ribbon ID? How to distinguish ribbonid for the same emitter?
@AngelsNeverFade4 жыл бұрын
you should have so many more subscribers :)
@DevEnabled4 жыл бұрын
One day.... :D
@rifz424 жыл бұрын
@@DevEnabled Ya you could ask for some of that MegaGrant money, these are awesome!
@dineshkumarm2894 ай бұрын
Its possible to apply on car brake lights?
@PolyStylized4 жыл бұрын
For some reason, my Niagara Emitter keeps on crashing my project. I'm using version 4.25, so if anyone has any advice it'd help a lot? I really appreciate the tutorial :)
@omarutchiha82484 жыл бұрын
Stop using user parameter on Niagara emitter use on Niagara system
@Robert_B_4452 жыл бұрын
How do I add this to a weapon? Got a bit stuck...
@Tahakhan-rg6tp2 ай бұрын
have u got the idea how to add that
@Robert_B_4452 ай бұрын
@@Tahakhan-rg6tp I did do this eventually, not sure if I used this exact method in the end. Still have the project file saved so I might do some digging later
@garageman22363 жыл бұрын
I suspect I set up my material wrong, when I set it to additive, I can see it in unlit but not in lit mode... thanks for the otherwise great tutorial and sharing niagara!
@TimberWulfIsHere3 жыл бұрын
whenever i use the material instance, it just comes out as white, instead of the selected colour
@charlotteribbon50593 жыл бұрын
Thank you for this! Just wondering, if I wanted to make it arc in the middle would there be a way of doing that?
@DevEnabled3 жыл бұрын
It's been a while since I've looked at this or Niagara so the interface and exact options are a probably a little off. But in the location/position details, there's probably some way to add a curve or something which would allow an offset partway through travelling to the destination. OR, Niagara systems are much more flexible to control things in blueprints now so you could apply some offsets in from the blueprint class that is spawning the effect. Definitely, a way to do it but not a single precise answer I can think of.
@charlotteribbon50593 жыл бұрын
@@DevEnabled Cool thank you very much! I'll have a play around in the location/position settings in both Niagara and the blueprints then :)
@TorQueMoD2 жыл бұрын
This doesn't work properly for me. When I spawn the tracer particle, it always ends in the same place, which is not the impact point of my line trace, and it's always facing the same world rotation, so when I turn around, the tracer is shooting backwards or sideways. Would be nice if you actually set it up with a line trace to show how to handle that.
@BertrandBarraud2 жыл бұрын
To solve your issue, try to Select the emitter node > Select Beam Emitter Setup > Set Absolute Beam End to true.
@DangerSideburns Жыл бұрын
@@BertrandBarraud That worked! Thanks so much!
@b0ss2943 жыл бұрын
Thank you sir!
@richardtoth72404 жыл бұрын
I love your channel :)
@andrewtafuri4654 жыл бұрын
Hello, this tutorial has some issues with it. I can't get the beam to appear at all. I think there's something wrong with the way you demonstrated your blueprint.
@DevEnabled4 жыл бұрын
Not sure there's a problem with the way I'm demonstrating it as it's displaying in the recording.
@leonmisoulis79534 жыл бұрын
I Seem to only have access to "Static beam" is there any way to enable the dynamic beam option ?
@heavybaguette4 жыл бұрын
me too... have you find a solution ?
@sarjanxwildchild81953 жыл бұрын
hello, I try to create a laser beam using this, I attach it to gun laser point & create a dynamic endpoint using line trace, but it's not working, laser is passing through all the objects, can you please make a small tutorial, thank you
@lospe852 жыл бұрын
the beam end point should be dynamically set. So, make a Line Trace by Channel and if hits, then use the "location" from the "Break Hit Result" as the Beam End Point
@DeeJayShawnC2 жыл бұрын
@@lospe85 I've done this, and my beam just disappears when I hit "Absolute Beam End". Any tips?
@lospe852 жыл бұрын
@@DeeJayShawnC do you mean what is happening at 7:29? the beam dissapears from your preview window, but will be visible ni game when using it.
@UnrealEngineTutorials4 жыл бұрын
How’s the income on Pluralsight over Udemy? Just curious if I chose the right platform lol
@DevEnabled4 жыл бұрын
Both very different creatures so it's hard to say. Which one have you gone for?
@UnrealEngineTutorials4 жыл бұрын
Dev Enabled I have a couple courses on Udemy but their commission sucks. I’m not sure how pluralsight is though
@Martynyuu Жыл бұрын
Does this work with VR?
@BRUXXUS4 жыл бұрын
Awesome video! I've always been a sucker for creative use of particle effects. Not sure if this is possible/practical with current technology, but I do have a question. Is there a way you know of to allow these beams to cast actual dynamic light rather than just be emissive? I'm sure there's a way to sort of "fake" it with enough time and experimentation, but I haven't dug into UE4 in a while. Hoping there may be some new updates in Niagara that may make this possible. Thanks!
@DevEnabled4 жыл бұрын
Thank you. It should definitely be possible. Perhaps not on a per-particle basis but you can add a light component under the Renders section. To my understanding, this is similar to using a point light in the editor. I'm not sure if you could light the entire beam with it, perhaps moving it along the beam over the lifetime or something, but that's something I'd need to test and play around with. As for the emissive values, I've shown they're purely for the particle itself.
@BRUXXUS4 жыл бұрын
Dev Enabled Thanks for the reply! I’ve had a game idea running in my imagination for a few years, but the whole concept relies on all lights being dynamic, which has always been either impossible or way too expensive. Holding out hope someday I can make it work. 😁
@Mireneye4 жыл бұрын
@@DevEnabled How about since you now have rectangular lights, you can apply that and it's stretching to a billboard component that only rotates it around it's long axis. the hardest part is stretching the size of the light between two vector points.
@bluethumbbuttoneek94653 жыл бұрын
Ouh my tracer is a paper2d flip book haha. But then again my game is a 2.5d game so it's ok
@jasic19704 жыл бұрын
how do you have this this different look in ue4?
@DevEnabled4 жыл бұрын
github.com/Sythenz/UE4Minimal
@jasic19704 жыл бұрын
@@DevEnabled thanks a lot, your vids are very good imo. Short, compact and still intetesting😊
@chidebenosiri46624 жыл бұрын
Is this UE4.25.3?
@DevEnabled4 жыл бұрын
No
@chidebenosiri46624 жыл бұрын
@@DevEnabled Okay, then how did you get that kind of UI
@DevEnabled4 жыл бұрын
@@chidebenosiri4662 The video was released before 4.25.3 but. I've installed the minimal UI plugin from this git repository: github.com/Sythenz/UE4Minimal
@chidebenosiri46624 жыл бұрын
@@DevEnabled Oh okay, thank you
@feld3d3 жыл бұрын
This is just a simple point to point beam. Having this little simple beam attached to a moving projectile is easy.. but most shooters use instant line traces for weapons. Now take this small beam and have it actually travel through space and not just spawn from point a to point b. I want my 12 minutes back. :)
@lospe852 жыл бұрын
if you use instant line trace this is a great way to do a "bullet trace" . you need to make the loop and lifetime shorter (for example 0.05 seconds). Any other particle or projectile component that "travels" won't match the "hit effect" you trigger when your line trace hits something. Using Projectile Component for bullets is not efficient or accurate (not only that, if you want to use real muzzle velocities, like 910 meters/second for a Colt M4, then your projectile/particle will travel so fast you won't even see it rendered). this method (spawning a point to point beam) ensures the player see the "bullet" impacting at the same time you trigger on "hit" by a line trace. For bullets, maybe the original material is better than a "beam" (as this looks more like a laser).