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Random Ribbon Life in UE4 Niagara Tutorial | Download Files
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Video Title: “Randomizing Ribbon Parameters in Unreal Engine | Wings Effect Tutorial”
Script:
Hi guys, I’m Asif Ali, and you’re watching CGHOW. In today’s video, I’ll be showing you how to create a wings effect using ribbons in Unreal Engine. This tutorial isn’t about how to make a wings effect, but rather how to randomize the life and other parameters of your ribbons.
As you can see, the ribbons in this effect have different sizes. I’ll be showing you how I randomize the length (life) and other properties. If you haven’t subscribed yet, please do, and don’t forget to hit the bell icon to stay updated on all my new videos. If you enjoy the video, feel free to like, comment, and share. Thanks for watching, and let’s jump into the tutorial!
[Music plays briefly]
Step-by-Step Tutorial:
- Setup and Material Creation:
- First, subscribe to my YouTube channel if you haven’t already and click on the bell icon for notifications.
- For this effect, we will use a ribbon emitter. Let’s start by creating a basic effect with a ribbon in Unreal Engine.
- We’ll also create a basic material for the ribbon to make it visible. I’ll use a simple particle color material, which will make the ribbons bright and easy to see.
- Creating the Ribbon:
- To start, I’ll add an
Initialize Ribbonand aVelocitymodule to control how the ribbon behaves. - If you try to randomize the life directly in the
Lifemodule, it doesn’t work well. I’ll show you how to fix that.
- To start, I’ll add an
- Randomizing the Ribbon Life:
- To randomize the life and other parameters, we need a way to vary properties across particles.
- I’ll duplicate the ribbon emitter and replace the ribbon with a sprite renderer. Then, I’ll set up a particle burst system with five particles, and the particle positions will be fixed to zero initially.
- To make the spawn locations random, I’ll offset the positions based on the execution index for each particle.
- Fixing the Issue with Randomized Particle Spawn:
- After setting up the spawn, we use a
Spawn Particle from Other Emittermodule to connect the particles to the ribbon emitter. This will allow us to spawn ribbons from five different positions. - To resolve any issues with spawning, I’ll use a
Persistent IDand set the particle ID to connect the ribbons properly.
- After setting up the spawn, we use a
- Adding Randomization:
- In the
Sample Particle from Othermodule, I’ll access the particle ID and use it to create a randomized ID for each ribbon. - We’ll create a
Scratchpadmodule to handle the randomness. By assigning each particle a unique ID, we can control the ribbon’s properties like size and life using this ID.
- In the
- Fine-Tuning the Randomization:
- Now that we have the IDs, we can use them to randomize the
Lifeparameter and adjust the ribbon’s behavior. - We can also use a curve to make the ribbons in the center larger and the ones on the sides smaller, giving the wings effect a more natural look.
- Now that we have the IDs, we can use them to randomize the
- Enhancing the Effect:
- To make the effect look even better, we can add a
Velocity Rotatorto give the ribbons some movement and make them appear more dynamic. - I’ll adjust the
Periodof the velocity, and by multiplying it with the particle ID, I can add random fluctuations to the movement.
- To make the effect look even better, we can add a
- Finalizing the Effect:
- I’ll also adjust the size of the ribbons and use a curve to control the size and life of each ribbon.
- Lastly, I’ll duplicate the emitter to create the other half of the wings and adjust the positions and velocities to create a balanced effect.
- Connecting the Effect to the Character:
- To make the wings move with the character, I’ll link the effect to a
Third Person Characterusing theNiagaracomponent. - I’ll connect the ribbon system to the spine bone of the character and adjust the positioning so that the wings follow the character’s movements.
- To make the wings move with the character, I’ll link the effect to a
Conclusion:
And there you have it! You now have a dynamic, randomized wings effect with ribbons. This technique can be easily modified for various effects, and it’s a simple, efficient way to randomize properties like life, size, and velocity.
I hope you found this tutorial helpful! Remember, you don’t need to make things complicated when you can use existing modules to achieve randomization. Keep experimenting and learning, and I’ll see you in the next video. Thanks for watching, and don’t forget to subscribe!


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