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Fixed Ribbon Issue in Viewport in UE5 Niagara Tutorial | Download Files
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Hi guys, I’m Asif Ali, and you’re watching CGHOW. Today, I’m not creating a new effect, but I’m going to show you how to fix an issue with ribbons in Unreal Engine. When you create a ribbon effect and place it in the viewport, sometimes it shows up incorrectly. I’ll show you how to fix that issue and make your ribbons look perfect, like they should. Let’s get started!
Before we dive into the fix, don’t forget to subscribe to my channel and hit the bell icon so you won’t miss any future videos. Now, let’s jump in!
[Step 1: Create the Ribbon Effect]
First, let me quickly create this effect again, so you can see what it looks like and understand the problem.
- Create a new folder for your materials.
- Create a new material and name it something like “RibbonsMaterial.”
- In the material editor:
- Use the Texture Coordinate node.
- Apply a sine wave to the green channel to generate some movement.
- Invert the values and connect them to the Opacity node to make the material transparent.
- Set the material to Unlit since we are just working with opacity for now.
Now, you have a simple material that we’ll use for the ribbon effect. Save the material.
[Step 2: Set Up the Ribbon Emitter]
Now, let’s create the ribbon effect in Niagara:
- Add a Ribbon Emitter to your system.
- Assign the ribbon material you just created.
- Remove any unnecessary parameters and modules.
- Set the spawn rate to 100 particles and give them a lifetime of 1 (direct).
- Adjust the velocity to move the particles up (Z direction), like so:
- Set the velocity to 300-500 for a longer effect.
Next, let’s add some randomness to the motion:
- Use a rotator on the velocity vector to add some randomness.
- Add a sine wave to create some variation in the motion. This will make the particles move in a more dynamic, organic way.
You can randomize the period of the animation as well:
- Create a parameter called Random Period to randomly vary the value.
- Set a range (e.g., 0.5 to 2), and this will randomize how each particle behaves when it spawns.
[Step 3: View the Issue in the Viewport]
Now, if you drag this effect into the viewport, you’ll notice that the ribbon has an issue—it’s behaving differently than it should. This happens because the ribbon is using random delta speeds, influenced by the random FPS in the viewport. But don’t worry, we can fix that with just one click.
[Step 4: Fixing the Ribbon Issue]
To fix this issue, follow these steps:
- Go to the System Properties panel in your Niagara system.
- Scroll down to Delta Fix.
- Click Fix Delta to apply the fix.
By enabling this, you make sure that the delta time is consistent, regardless of the viewport’s performance.
You can do this for each of your effects. For example, select your ribbon emitter, hit Ctrl + E to open the properties, and then click Fix Delta. This ensures that the random delta speed issue is resolved.
[Step 5: Understanding the Fix]
This fix is important because delta time affects how particles are rendered in the viewport. Without fixing it, your particles can behave inconsistently, especially with random motion like we’ve used here. By clicking this option, you ensure that your effect will look the same in the viewport as it does in the final render.
This fix is not just for ribbons—it applies to all particles in your system. So, if you see any unusual behavior in other particle effects, don’t forget to click Fix Delta.
[Conclusion]
That’s it! A quick fix to ensure your ribbons—and all your particles—behave as they should in the viewport. I hope this helps you with your projects. Thanks for watching, and remember: keep learning and keep creating. Until next time, bye!


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