Ring in Unreal Engine 5.1 Niagara Tutorial

Ring in Unreal Engine 5.1 Niagara Tutorial | Download Files

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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:

  1. 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 Torus shape location with a radius of 100 to spawn particles in a ring.
  2. 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).
  3. 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.
  4. Facing the Center:
    • To make the cubes face the center, use the Initial Mesh Rotation module and set it to Align to Vector, connecting it to the shape vector.
    • This ensures the cubes face the center of the ring.
  5. Scaling the Mesh to Remove Gaps:
    • To eliminate gaps between the cubes, scale them appropriately.
    • Create a material called m_ScaleCube and use the bounding box to scale the mesh along the X, Y, or Z axis.
    • Use the Object Position node and subtract the World Position to work with local space.
    • Multiply this with the gradient values to scale the mesh dynamically.
  6. Adding Dynamic Parameters:
    • Add a dynamic parameter to control the scale in real-time using the Particle Color to manipulate the scale.
  7. Adjusting Particle Behavior:
    • Increase the spawn rate to fill the ring and play with the values for the scale.
    • Use a Scratch Pad to control which particles are scaled based on their ID (e.g., every second particle can be made larger).
  8. Using the Execution Index:
    • The Execution Index (0 to 23) helps control which particles should be affected.
    • Add a Lerp function to adjust the color or scale based on the particle ID, making every second particle brighter or larger.
  9. 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.
  10. 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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