I like how he gave a lightsaber as an example and then helped us figure out how to implement it on an actual sword model. It's like he really wants one of us to make a Star Wars game lol
@keithkaranu42587 жыл бұрын
I love how in unreal cascade is one of the few things that hardly ever changes.
@happydoge14454 жыл бұрын
Legend said Jumping Jack is still jumping..
@Kiwi27039 жыл бұрын
6:55 The particles didn't show up because you didn't save the particle system. After it autosaved, they appeared, but you didn't notice :) It wasn't the lifetime.
@VictorBurgosGames6 жыл бұрын
When creating a new Anim Trail Particle...you need to right click in the Emitter then TypeData->NewAnimData to make it work, at least in 4.20. Not sure how long it's been changed for. Hope this helps someone else.
@WolframSaga4 жыл бұрын
Helped me in 2021! Thank you. :)
@VictorBurgosGames4 жыл бұрын
@@WolframSaga No problem!
@alexruas62354 жыл бұрын
THAT SAVE!
@SoGoN4 жыл бұрын
Does anybody know how to bake the Trail? It is rendered out differently as compared to what I see in the viewport for just one portion and I can't seem to fix it.
@antopiahk86556 жыл бұрын
Great tutorial. If I want to toggle this animtrail on and off, how would I do it?
@Erebus20756 жыл бұрын
such a fine introduction series to particle effects ^^ tyvm was very nice to follow. as for vector fields VectorayGen seemed to be more prevelent on searches and after trying it i am very impressed with how easy it is to use and understand. it is very simple to created some really awesome effects very fast ^^ thinking thats something UE is going to implement at some point? ^^
@kingvandit82349 жыл бұрын
번역에 오해가 있어서 올려둡니다. 13분 10초에 있는" in val 은 0.25를 입력시 1/4초 만큼 색이 적용된다"는 것이 아니라 "라이프타임의 1/4 만큼"이 적용됩니다. (제가 잘못 했을 수도 있음) 라이프타임이 10초면 0.25 입력시 2.5초동안 해당 색이 적용됩니다.
@evanp16048 жыл бұрын
I was having an issue where the trail showed up one-sided and without a texture. The fix was to have "Used with Beam Trails" enabled in the material's Usage settings. This is probably just for versions 4.11 and up.
@NugvyM8 жыл бұрын
Woah man, you saved my day! Couldn't find what the hell was happening till I found your comment! Thanks! :D
@ecal2023 жыл бұрын
Thank you!
@psydegoose82696 жыл бұрын
UE4 v4.19: I am trying this tutorial on a simple animated sphere object. The sphere moves across the screen from left to right and has one joint in the middle of it. Everything works fine EXCEPT I can not, for the life of me, get the particle effects to actually show inside the animation window. I see the animation playing, created the trail, I set the "first socket name" to "BallJoint" and left the second socket name empty because there is no second joint. I hit play and no particle effects show, so I clicked the "render spawn points" option and there are all of the spawn points trailing behind the ball! They react to changes in the particle emitter, such as lifetime, velocity, etc. But they do not show the particles themselves. My material is 2-sided and plugged in to the particle system correctly. Somebody please help!
@levitabusman7 жыл бұрын
can i use the spark emitter as a flash for a projectile ina. paper 2d spreite game? would i add a socket to my sprite
@thePadlockesTech5 жыл бұрын
My content examples pack didn't come with character skeleton so it asked me to add one. When I did, the character it gave me does not animate (do jumping jacks) why did this happen? Shouldn't the content examples pack have the character? I'm pretty confused, I did your other emitters with no problem.
@monrastbreil39278 жыл бұрын
I am trying to use this effect to create exhaust type trails in a futuristic driving game, I have them running, what I would like to do is adjust the emission effect relative to the vehicles speed. Which I believe I can do, but not quite correctly, I know I could effect the emission of the emitter overall but I am uncertain on how to effect the specific Instance of the emission relative to a specific vehicle, without it affecting all of them. i.e. cut the emission to zero on a stationary vehicle, whilst one zooming past is still drawing trails. I assume somewhere I can pull off from a pin this instance, or conversely create an instance and apply it to the animation... Hopefully you can follow that ramble. Help?
@maciejswiechowski60648 жыл бұрын
4:11 - when I pressed ctr + alt there, my Unreal Engine crashed and closed.
@freemarlie74257 жыл бұрын
If I have an animtrail that uses a material instance that has a color parameter, how do I control the color of the animtrail using that parameter in Blueprints?
@muneebhamza89174 жыл бұрын
They need to remake this series for Niagara
@thijslausegger51486 жыл бұрын
i tried to make a running trail and it worked the first time but in my other project it wouldn't work. there's only a black line. can somebody please help me ?
@jaznime29015 жыл бұрын
This is really nice! How would one go about making the end of the trail come to a faded point (much like what you see in games- it's not a line gradient but it gets smaller)?
@cyphernoct8 жыл бұрын
I already did as shown in this video and everything is fine, but how could I change the "ribbon" like form of the particle to my character mesh? I am trying to achieve an afterimage kind of effect when my character teleports or dashes (ej. Ninja Gaiden, FFXV). Been trying to do this for weeks, but I can't seem to figure it out. Is it through this method, or blueprints or maybe something else?
@endgamedevs8 жыл бұрын
I am trying to the same here. There is this link but I am sure you have ran into the same problem I have. forums.unrealengine.com/showthread.php?86006-Anim-Trails-for-Swords There are very finicky checks that I think we need to check but I am not sure of all of them. I am sure spawn per unit is one, also TangentRecalculation every frame has to be checked in the trailModule. Use local space in the require module. If you find anything more let me know, I really want to find a solution to this but I can't check every node and try every possible combination. There should be documentation that is useful.
@endgamedevs8 жыл бұрын
Adding sockets to a skeletal mesh and putting begin trails in blueprints doesn't work. I have followed this exact tutorial and it works just fine for animations. But the moment I try to add it to non animated objects it doesn't work. I add velocity to make sure I can see the particles but nothing shows up. The moment I delete the anim trail module the material pops up from the socket but anim trails do not work any other way, and Unreal documentation is horrible.
@TheNinngi8 жыл бұрын
is it working with particle subUV ?
@djinghiskhan91995 жыл бұрын
This tutorial is out of date, you need to set material usage to "used with beam trails" for it to render the material. (wasted a good hour there ;)
@antopiahk86556 жыл бұрын
How could I do this only when I press a letter or a event
@alzeze20778 жыл бұрын
in 4.14 i dont have a animation tab on my sword can someone help?
@GrayFates10 жыл бұрын
How do you attach an animtrail to a weapon when the weapon isn't part of the skeletal mesh with the animation?
@ZaneErickson10 жыл бұрын
I don't think you can. I think you have to give it the joints in the mesh so the anintrail knows what to follow