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Interactive Grass in UE5 Niagara Tutorial | Download Project Files
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Title: Interactive Grass with Character in Unreal Engine 5 Niagara
[Introduction] Hi guys, I’m Asif Ali and you’re watching CGHOW. In today’s video, I’ll show you how I created interactive grass with a character in Unreal Engine 5 using Niagara. Let’s dive into the process!
[Tutorial Start]
- Project Setup
- I started with a fresh project in Unreal Engine 5 and imported a grass asset with texture.
- I edited the material to make it two-sided (because by default, it wasn’t).
- I scaled the grass to a proper size (around 50) so it’s clearly visible.
- Organizing the Assets
- Created a folder for the grass and moved the assets into it.
- Set up a Niagara emitter and chose the “Fountain” template to customize it for the grass.
- Niagara Setup
- Spawned 500 particles with a constant life of 5 seconds and added the mesh renderer.
- Applied the grass mesh to the renderer and adjusted the spawning area using a cylinder location.
- Set the spawn area dimensions to get a decent spread.
- Testing the Scale with a Character
- I placed a third-person character in the scene to check the grass scale relative to the character.
- Adjusted the size using random uniform values for proper scaling.
- Randomizing Rotation
- Applied random rotation to the grass using the mesh’s initial rotation settings to make it look natural.
- Expanding the Grass Area
- Changed the spawning area to a larger box to spread the grass over a larger area.
- Increased the spawn rate to 20,000 particles for more density.
[Interactive Grass Setup]
- Grass Interaction with Character
- To make the grass react when the character moves, I used a “Scratch Module” to create an area of effect.
- Created a range-based system to trigger color and size changes for the grass when the character enters the range.
- Blueprint Setup
- Set up the level blueprint to track the character’s position and pass that data to the Niagara system.
- The grass particles change color and scale based on the character’s movement.
- Debugging Offsets
- I noticed some offset issues, so I added a reference point (an arrow component) to resolve the positioning problem.
- Fine-Tuning the Grass Behavior
- I inverted the direction for the grass to “move away” from the character.
- Adjusted the particle size and used color blending (green to yellow) based on proximity.
[Final Results]
- Now, when the character moves, the grass interacts by changing color and scale.
- The grass looks more dynamic and reactive, enhancing the visual realism.
[Conclusion] That’s it for today’s tutorial on creating interactive grass in Unreal Engine 5 with Niagara. I hope you found this helpful!
Don’t forget to like, comment, and subscribe to my YouTube channel for more VFX tutorials. Keep learning and stay creative!
Thanks for watching, and see you in the next video!


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