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Video Title: Create a Simple Effect with Niagara in Unreal Engine | Beginner Tutorial
[Intro]
Hi guys, I’m Asif Ali and you’re watching CGHOW! In today’s video, we’re going to create a very simple effect, but the real goal here is to learn something new! I’m using just one emitter for this effect, but the key is understanding how to manipulate a few parameters to get different results.
[Content]
- Basic Parameters and Adjustments:
- Particle Lifetime: I can change the spawn rate to adjust the particle’s duration. For example, reducing the spawn rate makes it last longer.
- Particle Color: You can modify the particle’s color easily; I will reset it to the default for now.
- Particle Size: Let’s increase the particle size to make the effect stand out more.
- Gap Adjustments: Adjusting the gap between particles can give you different looks.
- Fading the Effect: Finally, we can fade the entire effect over time.
- Tutorial Start:
- If you haven’t subscribed yet, make sure to subscribe to my channel and hit the bell icon to get notifications on new videos!
[Main Tutorial]
Let’s dive into the setup in Unreal Engine.
- Creating the Emitter:
- First, I’ll create a new Niagara emitter, and you can see it’s a very simple setup with just one emitter.
- Material Setup:
- We’re using a very basic radial material. It has fading edges and density, which you can control.
- I’ve added a dynamic parameter to this material that will affect opacity. It’s a simple material but it works well for this effect.
- Emitter Setup:
- Now, let’s add this material to the emitter and set up the parameters.
- We will delete the existing modules and adjust particle spawn to 10 with infinite life and spawn once in the same location.
- Distribution and Particle Positioning:
- The particles will be distributed randomly, and you can adjust the size uniformity for better control.
- Execution Index:
- Here’s where it gets interesting: I want to control how particles are distributed over space. Instead of using a random execution index, we can normalize it. This will make sure we get exactly 10 particles in the same spot, no matter how large the emitter’s range.
[Advanced Setup]
- Particle Grouping:
- I created an image to show how we can group particles into sets. Each group gets a range of 0 to 0.9, and this process repeats for all particles. We can use this to group particles in batches, like having 10 particles in one spot.
- Creating and Adjusting IDs:
- I’ll create a new float variable called “my id” and use it to control the execution index.
- By dividing by 10, you ensure that the particles are distributed in batches of 10, which is what I want.
- Adjusting Positions and Offsetting:
- I’ll now use the “my id” values to offset the particles, adding a little space between each group.
- You can adjust the radius and particle size dynamically with this technique.
[Finishing Touches]
- Material Updates:
- With the dynamic parameter, we can modify the opacity of the particles.
- You can adjust the opacity and color, giving you more control over how the particles look over time.
- Fading the Effect:
- You can also add a fade effect to the entire setup. I’ll show you how to control this with simple parameters.
[Conclusion]
And that’s it! I hope you found this tutorial useful. We’ve learned how to control particle grouping, adjust sizes, colors, and even add fade effects, all with just a few parameters.
- If you have any questions, feel free to comment below.
Thanks for watching, and as always, keep learning!
[Outro]
Don’t forget to like, share, and subscribe if you haven’t already. And hit the bell icon for more tutorials like this one. See you in the next video!


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