you da man! i have been needing a flamethrower for so many projects and this look beautiful!
@carrito1981 Жыл бұрын
Short and clear. Thank you.
@duydden3 жыл бұрын
thankyou! You helped my team in our project!
@ivannechkin36655 жыл бұрын
sick tutorial man, my particles were square for some reason but when i whirled them they we awesome, thanx
@domdom_hello4 жыл бұрын
thanks for the tutorial man!
@UnrealCG7 жыл бұрын
Don't Forget to Subscribe. Here is a Playlist of my most popular tutorials: goo.gl/tDSaZq
@chalas9366 жыл бұрын
Thank you so much for this! It's really helpful
@UnrealCG6 жыл бұрын
Thanks.
@__foo__4 жыл бұрын
Thanks for the tutorial :)
@ccmesh16467 жыл бұрын
I'm glad I found your channel, keep it up!
@simonesc53134 жыл бұрын
thanks for the tutorial. How to deal with collision between flame and walls?
@TheCreakyChair7 жыл бұрын
Thanks mate, works well on my Jetpack with a few mods :)
@UnrealCG7 жыл бұрын
Welcome :)
@theenviornmentartist24754 жыл бұрын
This doesn't work when it's attached to something moving, is there a way to make the particles not be affected by movement? or change directions quickly?
@BrianHamil6 жыл бұрын
Freakin brilliant!
@CGEpicepic3 жыл бұрын
How to make the flame come fast out
@OoJxCorrey4 жыл бұрын
Great Tutorial, How would you make damage if this is the weapon effect? Projectile is a Performance kill i guess, and a Box could make damage before the Fire is on Place.
@Dweeh7 жыл бұрын
Thank You SO Much!!! You are the best!!! :D
@Omar.bin.khattab6 жыл бұрын
thanks for your time ...
@kai_parker4 жыл бұрын
Shouldn't the out value at 1 should be 63 instead of 64 as we are counting from 0 not 1 for subImage index, or am i missing something?
@UnrealCG4 жыл бұрын
Yes, I made a mistake
@emperortenno40525 жыл бұрын
Thank you very much for this amazing tutorial. How Do I stop the flame if it hit a wall? Right now it goes right through a wall like it is not there. Thanks in advance.
@UnrealCG5 жыл бұрын
You can add a collision module and set it to kill on collision in the particle system.
@UnrealCG5 жыл бұрын
You can add a collision module and set it to kill on collision in the particle system.
@OmegaMouse5 жыл бұрын
Nice. What happens when I move the flamethrower side to side? Does it bend at higher velocity or stay straight forward?
@bestera1236 жыл бұрын
I appreciate your effort to put this out, but around 8 min, I feel like you go too fast (like when you change that value to 7000, I had to advance the video frame by frame to actually see which option you opened up) and I can't understand what I did wrong, because I couldn't see my particle preview in the particle system window.
@francisedwards87866 жыл бұрын
Same here.
@LewisBryanJamieson7 жыл бұрын
Brilliant!
@UnrealCG7 жыл бұрын
Thanks
@Video-by6lp5 жыл бұрын
The BEST !)
@charlestheninja6 жыл бұрын
EXCELLENT!
@TGA196 жыл бұрын
Do you know why the colors are not working? It only takes one. I want to have different element's like,Bottom is blue,middle is yellow and top is red,but there is something in the material that won't let it do that and I can't figure it out. I removed the black body and now the only color I can get is white
@UnrealCG6 жыл бұрын
After you remove the the black body node you need to multiply the node with a particle color node this will allow you to control the color using the particle system.
@TGA196 жыл бұрын
@@UnrealCG Thanks
@fohrax4 жыл бұрын
2:34 - what word did you say?
@benclaridge81305 жыл бұрын
Great tutorial, but I seem to be having problems with the material; it seems to be inverted when in the particle system. I've been over it a few times (especially the generation of the material), following the tut by the letter. Any ideas? I'm using version 4.22 of Unreal Engine - are there any changes which may effect this?
@francisedwards87865 жыл бұрын
Make sure alpha plugged into multiply, not RGBA
@benclaridge81305 жыл бұрын
@@francisedwards8786 - Cheers!
@InnerspaceX7 жыл бұрын
Awesome. Thanks!
@mhboss81515 жыл бұрын
Thank you brother, I'm trying to add this effect on a weapon but when I start firing, the weapon creates multiple effect and they keep running for ever. May I ask, how would I make it one continuous fire that stop emitting when I stop fire?
@take0ne4 жыл бұрын
I need to know too
@JanMilchFreunde7 жыл бұрын
Can you please provide the textures?^^
@hsantonin657 жыл бұрын
Yes, I need this too, not working with my own textures wich look like yours...
@UnrealCG7 жыл бұрын
These are the textures from starters content.It will be the same for everyone.What problem are you having?
@hsantonin657 жыл бұрын
Ah, ok, thank, I didnt know it was in the starter content ^^
@BrianHamil6 жыл бұрын
@@hsantonin65 He said in the first 40 seconds that its in the starter content
@cullyduff7 жыл бұрын
Lovely work, but question: Can you add this single particle effect to an animation (like a rocket launch), if so can you set auto cues and how can you do it? What i mean is when i want my rocket to take off i want to have this particle effect cuing in at the right time. Hope to hear from you soon
@UnrealCG7 жыл бұрын
You could add this particle system to the rocket actor then drag and drop it to the event graph from there you can activate and deactivate the particle system.Although for rocket I suggest you check this tutorial of mine.kzbin.info/www/bejne/bnq1l4SIf5iLecU
@UnrealCG7 жыл бұрын
In the fire ball particle system, if you are using it for a rocket.Then just add the trail emitter and it will automatically activate when the rocket starts moving.
@carlos3216987 жыл бұрын
AMAZING.
@carlos3216987 жыл бұрын
No like seriously this makes me wonder why Triple A games don't use this method, it runs relatively great but if you stand still they like to pile in 1 spot and cause some lag.
@PartikelFX7 жыл бұрын
Because this method causes 3000 layers of overdraw in the axis you are most likely to see it if you use it as a weapon. An effect like this wouldn't make it into a game that requires any kind of performance I'm afraid.
@carlos3216987 жыл бұрын
To be honest you can dramatically reduce the fire and such particles and it still looks very good, it really improves performance when you turn off the dynamic lighting it makes.
@PartikelFX7 жыл бұрын
If you are interested in performance, you'd avoid using particle lights at all. Use a static light and just flicker the intensity (that's how we do it in AAA). But in this effect, that cost is negligible compared to the overdraw problem.
@carlos3216987 жыл бұрын
Andreas Glad You say "we" like you work with AAA games or something