Hi! Creating a Niagara particle system would be one way. Best check out the Niagara documentation/tutorials to get an overview and make some tests. You could then combine candle and flame in an actor. Depending on the complexity of the candle flame/material, you might get away just applying the material to some simple…
Hi all. I'm trying to simulate water in one of my environments for the first time using Niagara and I've run into a few problems that I'm not sure how to solve: The Niagara particles eventually fall through my ground mesh even though I have given it a 'collider' tag and have generated a complex collision. It does flow over…
I want the Niagara system to simulate at a certain time, And I Check the "Determinism" option like Pic1. When I Drag the timeline at the particle editor, the simulation results are determined. But at the game editor, the simulation results are random every time, my BP'logic is Pic2 and the result is Pic3. I just want to…
I'll be using an alpha to make the ground and wall fade out around the scene. The flames and bubbles inside the alchemy thingies are all animated using niagara. Here's the original conecept. Thanks a bunch !
Been a while since posting on here, after working on the rig I've been approaching the vfx for the game. I'm not well versed in the unreal niagara system though it was actually really fun and interesting to learn through the process. Might be working on understanding more about the fx in the summer break. I did the fx for…
Ran into some issues and was worried I wasn't gonna finish in time, but here's the finished piece! Brought it into Unreal to render. Added the particles with niagara and the glow with a emissive/opacity material. Probably the most complex prop I've done, do I'm really happy with how it turned out