AOE FX UE4 Niagara Tutorials

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AOE FX UE4 Niagara Tutorials | Download Files

hi, guys today I have created this AOe impact fx in ue4 Niagara this fx has lots of emitters so it’s not from scratch but I will show you and describe to you everything I did for this fx.

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Hi guys, I’m Asif Ali, and you’re watching CGHOW. In today’s tutorial, I’ll walk you through how I created this impact effect in Unreal Engine Niagara. Let’s get started!

[Music Intro]

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Effect Overview:

Today’s effect has many different emitters, and instead of recreating everything from scratch, I’ll show you a breakdown of how I made this impact effect, step by step, so you can recreate it in your own project.

Let’s start with the energy ring emitter, which gives us the rings you see here. You can see them in the viewport. For the post-processing, I set up a gamma setting in a Blueprint, which I animate using a curve. I also included a camera shake, though the shake won’t work in the simulation, but the post-process effect will still be visible.


Emitter 1: Energy Ring:

  • The mesh in this emitter is a conical shape, wide at the top and narrow at the bottom.
  • I used a two-sided material, which gives a different color on each side, as you can see here.
  • I applied a noise texture and used dynamic parameters to pan and erode the texture, which affects the color, making it darker on one side.
  • I’m spawning five particles with a delay of 0.5 seconds. The mesh size is randomized slightly, and I used a Z-axis rotation to make it spin randomly. The particles grow and fade out as they disappear.

Emitter 2: Glow Effect:

  • This emitter creates a 3D glow. The sprites are aligned to random axes instead of facing the camera.
  • By using a custom alignment, the particles are oriented randomly in space.
  • The particles spawn with random sizes and lifespans, and their color gradually fades out as they scale up.

Emitter 3: Black Energy:

  • Here, I used a sprite with a material that involves a 2×2 texture and a noise texture for masking.
  • I used a gradient, multiplied by the noise, and eroded it using dynamic parameters.
  • The particles spawn randomly with a velocity and are aligned to the Y-axis for conical motion. I’ve added a point velocity to give them an upward direction.

Emitter 4: Beam Effects:

  • This emitter uses a sphere that scales up and down. The material includes a fresnel effect to create a glowing edge.
  • I’ve also used a similar emitter with a noise texture for eroding the opacity and controlling the appearance of the beam. The particle system fades and dissolves using a customized opacity mask.

Emitter 5: Smoke Rings:

  • These are one-sided meshes that dissolve as the camera moves around them.
  • The material has noise, gradient, and sine wave effects to achieve a soft, radial pattern. The opacity is controlled dynamically, giving it a dissolving look.
  • I spawn two particles at random positions, offsetting the tiling for variety.

Emitter 6: Ground Dust:

  • A dust effect is created with a disc mesh. The particles spawn on the ground and pan as they dissolve. The material for this effect is similar to the others, using noise and erosion.

Emitter 7: Crack Effect:

  • This emitter uses a crack texture with noise applied for the dissolving effect.
  • I spawn six particles with random life and size. The alignment is custom on the Z-axis, and the color fades as the particles dissolve.

Emitter 8: Sparks and Debris:

  • The initial burst of sparks is created with a radial emitter that spawns 100 particles. The color is bright and random, with size and velocity also randomized.
  • I used a Torus location to create the burst shape. The velocity is slightly angled to spread particles outward.
  • For debris, I used a mesh and applied a custom material. The debris collides with the ground and behaves similarly to sparks, with gravity and collision enabled.

Creating Variations:

The key to making a variety of effects is duplicating emitters and tweaking the materials and parameters. Once you’ve created a cool-looking sphere or effect, duplicate it, change the size, and apply a different material. This approach allows you to generate a range of effects with minimal effort.


Wrapping Up:

That’s it! If you want to download this project file, I’ll be providing it so you can explore how I set everything up and learn from it. You can use it in your own projects or modify it as needed.

Thanks for watching, keep learning, and see you in the next video! Bye!

Ashif Ali

I am Ashif Ali, Real-Time VFX Artist, I make Unreal Engine Niagara Tutorial on this channel. I've made it my mission to share my knowledge and expertise with the world through my YouTube channel. So why not join me on this exciting adventure? Follow me on my social links, subscribe to my channel, and support my growth as a creator. Together, we can create amazing things and take our skills to new heights. And who knows, you might even get access to some of my exclusive files for free!

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