Emit Particles on Mesh Particles in UE5 Niagara Tutorial

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Hi guys, I’m Ashif Ali, and you’re watching CGHOW!

Today, we’re going to create a really cool effect in Unreal Engine. This effect involves green Torus particles acting as a particle mass, and red particles that follow the green Torus, taking both position and rotation. I’ve received several questions about this effect, so I decided to create a tutorial to show you how to achieve it.


Before we begin, don’t forget to subscribe to my YouTube channel and hit the bell icon so you don’t miss any future videos!


Step 1: Spawn Particles from Other Particles

First, we need three things to make this effect work:

  1. Spawn particles from other particles.
  2. Spawn particles from a mesh.
  3. Make sure the particles rotate with the mesh.

Let’s go over these steps one by one.

  1. Spawn Particles from Other Particles:
    In Niagara, we will create a fountain that emits particles from other particles. Let’s call this “Source”.
    • Set it to Burst with one particle.
    • Use Point Velocity as the velocity type and turn off gravity.
    • Set the particle life to 2 seconds so we have a single particle emitting every 2 seconds.

Now, let’s create another fountain for the red particles.

  • Set the color to red and increase the particle count (e.g., 50 or 100 particles).
  • All these particles should emit from the same position. To achieve that, we’ll use a Scratch Pad in the Particle Update section.

Step 2: Follow the Source Particle

To make the red particles follow the position of the white source particle, we need to use the Get Position function.

  • In the Scratch Pad, create a Vector by Index node.
  • By default, index 0 will reference the first particle in the source emitter. If you have multiple source particles, you need to adjust the index.
  • Set the position of the red particles to the position of the source particle using this setup.

Now, you’ll see that the red particles follow the white particle!
However, if you have multiple particles, only one will follow the source. To fix this, we need to initialize the ID for the red particles.


Step 3: Initialize ID for Multiple Particles

To make sure the red particles follow the right source particle:

  1. In the Particle Spawn section, initialize the particle ID.
  2. Use a Random Integer to assign each red particle a unique ID.
  3. Set this ID to a parameter (e.g., “My ID”) and use it in the Vector by ID to get the position of the corresponding source particle.

Now, the red particles will follow multiple source particles!


Step 4: Spawn Particles from a Static Mesh

Next, let’s emit particles from a static mesh. To do this:

  1. In the Particle Update section, use the Static Mesh Location module.
  2. You can either use an existing module to fetch the mesh location or manually set it up using a Scratch Pad.
  3. Get the Triangles of the mesh and use them to spawn particles at random locations on the mesh surface.

For this example, let’s use a Torus mesh. You can adjust the number of triangles to control where the particles spawn. The Random Integer will help you randomly choose a triangle for particle emission.


Step 5: Rotate the Static Mesh

To rotate the static mesh with particles:

  1. In the Particle Update section, use a Quaternion to apply rotation to the particles.
  2. Multiply the particle position with the quaternion to rotate it based on the mesh rotation.

Step 6: Combine Everything

Now that we have all the elements:

  • Red particles following the source particles.
  • Particles emitted from a static mesh (like the Torus).
  • Particles rotating with the mesh.

To combine all of this:

  1. Initialize the ID for the red particles as before.
  2. Make sure particles are spawned at random positions on the static mesh.
  3. Apply the correct rotation using the Quaternion.

Final Result

Now you’ll see that the red particles are emitted from the Torus mesh, follow the source particles, and rotate with the mesh!

You can tweak parameters such as the particle count, radius, and rotation speed to get the exact effect you’re looking for.


Conclusion

That’s it for today’s tutorial! You’ve learned how to spawn particles from other particles, emit them from a static mesh, and make them rotate along with the mesh. I hope you found this helpful.


Thanks for watching! Don’t forget to subscribe and keep learning!

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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