Mesh Flipbook in UE5 Niagara Tutorial

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Hi guys, I’m Asif Ali and you’re watching CGHOW.
In today’s video, I’ll be showing you how to create an effect using the Mesh Flipbook in UE5 Niagara. This feature isn’t new in UE5; it was also available in UE4.27 and likely in 4.26 as well. In this tutorial, you’ll learn exactly how to use this feature from scratch, as I did with this robot model. If you haven’t subscribed to my YouTube channel yet, please do so, and don’t forget to like, share, and comment if you like this video! Let’s get started.

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First Things First: Subscribe to My YouTube Channel
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Concept Overview
To begin with, let’s create a new folder named “Test,” and a new map as well. Let’s say you’re working in Maya and you have multiple spheres placed at different locations—let’s say on a grid. You want to bring these positions into Niagara automatically, rather than setting each one manually. Here’s how you can do that:

  1. Creating the Objects in Maya:
    In Maya, create a few objects like coins (or any other shape you prefer). Duplicate and place them in different positions—this will help visualize how the positions will be imported into Niagara.
  2. Renaming Objects in Maya:
    To handle multiple objects easily, you can rename them in bulk. Maya allows you to add prefixes or use the search and replace option, making it easier to manage many objects. After renaming, export them.
  3. Importing into Unreal Engine:
    After exporting the meshes, import them into Unreal Engine. You’ll have multiple meshes like m1, m2, m3, etc.

Creating the Niagara Effect
Now, let’s move to Niagara in Unreal Engine:

  1. Create a Niagara Emitter:
    In the content browser, create a new Niagara Emitter. Delete the default sprite renderer and add a mesh renderer instead. Choose the meshes you imported earlier.
  2. Using the Mesh Flipbook Feature:
    Turn on the “Mesh Flipbook” option in the mesh renderer. You need to set the frame naming convention, so UE5 can recognize each mesh correctly. For example, if your meshes are named m1, m2, etc., set the frame number to start from 1, and define the total number of frames.
  3. Spawning Multiple Particles:
    Instead of manually adding each mesh, you can spawn particles dynamically. Set the number of particles to match the number of meshes you have (like 4 for our example).
  4. Positioning the Meshes:
    Once the particles are spawned, link the “Mesh Index” with the execution index. This ensures each particle corresponds to a different mesh.

Advanced Setup: Robot Model Example
Let’s now use a more complex example: a robot model that I created back in 2008. It consists of 1,414 different parts, and we want to break it apart into individual meshes in Unreal Engine.

  1. Separating the Mesh in Maya:
    Import your robot model into Maya, then use the “Separate” command to break it apart into individual elements. After separating the mesh, you’ll have several pieces to export.
  2. Renaming the Pieces:
    Just like we did with the coins, rename all the separated meshes to make them easy to handle.
  3. Export and Import in Unreal Engine:
    Export all the separated meshes and import them into Unreal Engine. You’ll now have 1,414 individual meshes available in the content browser.

Final Adjustments in Niagara

  1. Setting the Mesh Renderer:
    In Niagara, set the mesh renderer and point it to your imported meshes. Adjust the number of particles accordingly (1414 in this case). You’ll see that each particle now represents a different part of the robot.
  2. Adding Effects (Velocity & Position):
    You can add effects like velocity and position adjustments. Use point velocity to move the meshes, and use a Lerp function to smoothly transition them back to their original positions.
  3. Rotation and Orientation:
    Similarly, you can control the rotation of each mesh using the “Update Mesh Orientation” node and a Lerp to return it to its initial state.

Sequencer and Final Animation
For my final effect, I used a Sequencer to animate these changes. You can control parameters like Lerp Alpha via user parameters, allowing you to fine-tune the animation sequence. The result is a destructible robot that reassembles itself over time.


Conclusion
And that’s how you can use the Mesh Flipbook feature in UE5 Niagara to create complex effects. If you found this tutorial helpful, don’t forget to like and subscribe for more Unreal Engine tutorials. I’ll be posting the files for this effect on my Patreon, so you can download and experiment with them.

Thanks for watching, keep learning, and I’ll 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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