
Ring VFX in UE5 Niagara
This tutorial shows how to control a single emitter to create a simple ring effect in Unreal Engine 5.1 Niagara, and the project files are available to download.
Use it for shockwaves, spell circles and pickups, and see the related posts below for more ring effects.
More ring effects: Ring Aura · Magical Donut · Sphere & Ring FX
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Video Title: Simple Ring Effect in Unreal Engine 5 Niagara Tutorial
Introduction:
Hi guys, I’m Asif Ali and you’re watching CGHOW. In today’s video, I created this simple effect. This is not exactly an effect but something that will help you learn how to control a single emitter. I’ll show you how I created this from scratch, so let’s dive into the tutorial!
Tutorial Breakdown:
- Create a New Niagara Emitter:
- Start by creating a new Niagara system and call it
FX. - Delete all existing modules that are not needed.
- Set the particle count to 10 for now.
- Use the
Torusshape location with a radius of 100 to spawn particles in a ring.
- Start by creating a new Niagara system and call it
- Control Particle Distribution:
- Change the random distribution to direct and use the execution index for the U position.
- Make the particle life infinite and loop count set to one (so the particle spawns once and stays forever).
- Using a Mesh Instead of Sprite:
- Replace the sprite renderer with a mesh renderer.
- Set the mesh to a cube and adjust its size to fit.
- Facing the Center:
- To make the cubes face the center, use the
Initial Mesh Rotationmodule and set it toAlign to Vector, connecting it to the shape vector. - This ensures the cubes face the center of the ring.
- To make the cubes face the center, use the
- Scaling the Mesh to Remove Gaps:
- To eliminate gaps between the cubes, scale them appropriately.
- Create a material called
m_ScaleCubeand use the bounding box to scale the mesh along the X, Y, or Z axis. - Use the
Object Positionnode and subtract theWorld Positionto work with local space. - Multiply this with the gradient values to scale the mesh dynamically.
- Adding Dynamic Parameters:
- Add a dynamic parameter to control the scale in real-time using the
Particle Colorto manipulate the scale.
- Add a dynamic parameter to control the scale in real-time using the
- Adjusting Particle Behavior:
- Increase the spawn rate to fill the ring and play with the values for the scale.
- Use a
Scratch Padto control which particles are scaled based on their ID (e.g., every second particle can be made larger).
- Using the Execution Index:
- The
Execution Index(0 to 23) helps control which particles should be affected. - Add a
Lerpfunction to adjust the color or scale based on the particle ID, making every second particle brighter or larger.
- The
- Final Adjustments:
- Scale the mesh accordingly and make sure the size is controlled through dynamic parameters.
- Tweak particle behavior such as color, size, and rotation to create a more complex ring effect.
- Conclusion:
- This is a simple trick to create ring effects in Unreal Engine. The use of particle IDs gives you full control over how each particle behaves.
- You can apply this method to different shapes, meshes, and particle effects for further customization.
Closing:
I hope you enjoyed this simple trick. Thanks for watching, and remember to keep learning. Bye!


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