UE4 - Niagara Static Mesh and Surface

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gameDev Outpost

gameDev Outpost

Күн бұрын

Пікірлер: 25
@DavidWKimber
@DavidWKimber 4 жыл бұрын
Great stuff for ppl beginning with Niagara! Also note: You can CTRL+click on a curve to add a point. :)
@h8breedfan76
@h8breedfan76 3 жыл бұрын
This guys has some of the best helpful information. This guy knows what he’s talking about!
@IrritatedEwok
@IrritatedEwok 3 жыл бұрын
That ending though "Yeaaahhh looks like Frosty just lost his soul" This is great, thank you!
@greempark5743
@greempark5743 4 жыл бұрын
it should be in Unreal learning course. it is so good tutorial
@erichance8222
@erichance8222 2 жыл бұрын
Great vid, nice and concise!
@ViridianForests
@ViridianForests 3 жыл бұрын
This was so useful, thank you so much! :D
@sanjios
@sanjios 2 жыл бұрын
There is no sample static mesh in new UE5.1 ? They either changed something or renamed module wrongly or something like that, but you can't add sample static mesh like in this tutorial. Any clues ? Thanks.
@eldflaug3770
@eldflaug3770 Жыл бұрын
I would like to know this also...maybe you can go to ,,Particle Spawn" and add new module, under ,,Local Modules" and add the mesh there?
@esotericgamedev
@esotericgamedev 3 жыл бұрын
legend thank you
@red4666
@red4666 5 ай бұрын
how do you get the particles to inherit the color of the surface they are being spawned on, so we can make a faux point cloud effect?
@esotericgamedev
@esotericgamedev 3 жыл бұрын
How would you spawn this niagara system at runtime and attach it to any static mesh via blueprints? I.e. can you program the system to take a static or skeletal mesh input, and then activate it from blueprints?
@kickheavy8982
@kickheavy8982 9 ай бұрын
I'm trying to do this now! I can't figure it out. I have a static mesh that's already animated in my scene. I simply want to attach particles to it. None of the tutorials show how to do this
@GameDevAraz
@GameDevAraz Жыл бұрын
how to make the particles world space and not local?
@sams_3d_stuff
@sams_3d_stuff 4 жыл бұрын
Hello, thank you so much for your tutorials! Is there a way to keep a Niagara particle sim inside a mesh (eg: a closed jar). Thanks again!!
@gamedevoutpost9270
@gamedevoutpost9270 4 жыл бұрын
I haven't tried to actually, but I'm sure there is. Let me look in to it and get back to you. Collision is probably your answer if you want something bouncy.
@sams_3d_stuff
@sams_3d_stuff 4 жыл бұрын
@@gamedevoutpost9270 Thanks for replying. Will comment here again if I succeed.
@sams_3d_stuff
@sams_3d_stuff 4 жыл бұрын
@@gamedevoutpost9270 Collision worked just fine! :D
@lista_devideos_cursoscompl1338
@lista_devideos_cursoscompl1338 4 жыл бұрын
Gracias amigou ,thx a loot , yu should unreal teacher
@tarekwayne9193
@tarekwayne9193 3 жыл бұрын
Heyyy, hope you're well and this msg doesn't find you too busy! How could one get the static mesh to use its own materials/colors(that were already assigned prior)? The component renderer does this, however, then the mesh becomes a particle. I may have missed something obvious(is the only way to create a separate texture sample mimicking the materials of the mesh?) Thx in advance as always💯 Edit: mesh renderer does same as component render, I'm silly... But yeah, same problem... I'm talking about getting a static mesh location to use the materials/colors
@TorQueMoD
@TorQueMoD 3 жыл бұрын
So I did everything that you did, and it works fine in the editor, but as soon as I try to use the particle system in-game, it's not emitting from the mesh anymore, but from a single point. Any idea how to fix this? I'm using 4.26
@Check_karo_with_Rishab
@Check_karo_with_Rishab 4 жыл бұрын
🔥🔥🙏
@sanketvaria9734
@sanketvaria9734 3 жыл бұрын
but particles are not evenly distributed! how do I achieve that?
@elzemgames
@elzemgames 4 жыл бұрын
Will the lessons of using Godot 3 continue? Thank you.
@gamedevoutpost9270
@gamedevoutpost9270 4 жыл бұрын
They will in about week. Are there topics you're curious about?
@elzemgames
@elzemgames 4 жыл бұрын
@@gamedevoutpost9270 It could be about creating a car object. :)
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