1.
Preparation
This is the effect we are going to make in this tutorial.
Note: The main content of this tutorial comes from the Content Examples
that come with Unreal Engine
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3.
Introduction
Dynamic Beams have endpoints and tangents which are recalculated every frame.
4.
Let's start the reconstruction
Right click and select FX
=> Niagara System
to create.
5.
Create Niagara System
Select Empty
template, click +
and Finish
6.
Create Niagara System
As a result, we get a Niagara System
asset, click to open it.
7.
Empty Niagara System
You can see that we have an empty Niagara system.
8.
Beam Emitter Setup
Add Beam Emitter Setup
module to the Emitter Update
section.
9.
Beam Emitter Setup
1. Set the value of Beam End to (8350, -1500, 100)
.
2. Turn on Absolute Beam End
.
3. Turn on Use Beam Tangents
4. Set the value type of Beam Start Tangent to Multiply Vector by Float
.
10.
Beam Emitter Setup
Set the Vector of Beam Start Tangent to SystemXAxis
.
11.
Beam Emitter Setup
1. Set the Float of Beam Start Tangent to 0.5
.
2. Set the value type of Beam End Tangent to Multiply Vector by Float
.
12.
Beam Emitter Setup
Set the Vector of Beam End Tangent to SystemXAxis
.
13.
Beam Emitter Setup
Set the Float of Beam End Tangent to 0.5
.
14.
Spawn Burst Instantaneous
Click on the +
sign to the right of the Emitter Update
to add the Spawn Burst Instantaneous
module
15.
Spawn Burst Instantaneous
Set Spawn Count
to 100.0
16.
Remove Initialize Particles
Delete Initialize Particles
module.
17.
Spawn Beam
Add Spawn Beam
module to the Particle Spawn
section.
18.
Initialize Ribbon
Add Initialize Ribbon
module to the Particle Spawn
section.
19.
Initialize Ribbon
1. Set Lifetime
to 10.0
2. Turn off Mass
and Color3. Set Ribbon Width to 4.0
20.
Update Beam
Add Update Beam
module to the Particle Update
section.
21.
Rotate Around Point
Add Rotate Around Point
module to the Particle Update
section.
22.
Rotate Around Point
Set the value type of Rotation Phase
to Multiply Float
23.
Rotate Around Point
Rotation Phase is an offset to the accumulated rotation value. This can be used to randomize or manually control each particle's rotation value.
Set the value of A to RibbonLinkOrder
24.
Rotate Around Point
1. Set the value of B to 5
2. Set the value of Rotation Rate to -1
.
3. Set the value type of Radius to New Expression
.
25.
Rotate Around Point
1. Set the value of Radius to (1.0f-(abs((Particles.RibbonLinkOrder)-0.5f)*2.0f))*500.0f
2. Set the value of Rotation Center to Particles.Position
26.
Rotate Around Point
Set the value of the X Axis to Particles.BeamSplineNormal
27.
Rotate Around Point
Set the value of the Y Axis to Particles.BeamSplineBinormal
28.
Color
Add Color
module to the Particle Update
section.
29.
Color
Set the value type of Color
to Lerp Linear Color
30.
Color
1. Set the StartColor to (0, 0.3, 3, 1)
and the EndColor to (1.25, 0, 0.05, 1)
.
2. Set the LerpFactor to RibbonLinkOrder
31.
Remove Sprite Renderer
Select Sprite Renderer
, right-click, and select Delete
.
32.
Ribbon Renderer
Add Ribbon Renderer
module to the Render
section.
33.
Ribbon Renderer
Set the value of Material to DefaultRibbonMaterial