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Activate / Deactivate Single Emitter from System in Unreal Engine 5.4 Niagara Tutorial
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Video Title: Activating and Deactivating Emitters in a Multi-Emitter System (Blueprint Tutorial)
Introduction:
- Start with a greeting and mention that today’s tutorial will address a common question: controlling individual emitters (activating and deactivating) in a system with multiple emitters.
- You demonstrate the concept with two emitters (Red and Green). The Red emitter deactivates when you press the Left Mouse button, and it reappears when you release it.
Tutorial Process:
- Creating a New Emitter System:
- Create a new particle system in an empty folder, naming it FX.
- Add a fountain emitter, rename it “Red”, and set it to red.
- Duplicate the emitter, rename it “Green”, and set it to green.
- Using User Parameters for Control:
- In the spawn rate for both emitters, create a user parameter.
- Rename parameters: Red (for red particles) and Green (for green particles).
- Set the red spawn rate to 0 to stop the red particles from spawning, while keeping green particles active.
- Using Boolean Control for Activating/Deactivating:
- Create a Boolean user parameter for each emitter.
- If the Boolean is turned off, the red particles will disappear. If it is turned on, the red particles will appear.
- This allows for on-the-fly control over the particle system’s behavior.
- Blueprint Setup for Control:
- Open the Level Blueprint and select the FX system in the viewport.
- Add events for the Left Mouse button press and release. On press, deactivate the red emitter, and on release, activate it.
- Test the functionality in the viewport.
- Kill on Button Press (Optional):
- If you want to immediately kill all red particles when the Left Mouse button is pressed, use the “Kill” function with an inverted Boolean.
- Using Self State to Control Individual Emitters:
- If you want separate control over the emitters, reset parameters to 100 and 100 for both emitters.
- Use the “Self” setting for each emitter. Set one emitter to “Complete” and the other to “Kill Immediately”.
- This allows independent control over when the emitters die or complete their effects.
- Final Test:
- Test the final setup where the red emitter deactivates and the green emitter completes its particle spawn.
Conclusion:
- Summarize the methods covered: using user parameters for spawn rate, using Boolean parameters for activation/deactivation, and using the “Self” state to control emitter behavior individually.
- Encourage viewers to experiment with different methods.
- End the video with a sign-off and invitation to keep learning.


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