Spline based Particles in UE5 Niagara Tutorial

Spline based Particles in UE5 Niagara Tutorial | Download Files

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Spline based Particles in UE5 Niagara Tutorial | Download Files

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Hi guys, I’m Ashif Ali, and you’re watching CGHOW!

Today, I’ll be showing you how to create a spline-based effect in UE5 Niagara. If you haven’t subscribed to my YouTube channel yet, please hit the subscribe button. If you like this video, don’t forget to like, share, and comment!


Step 1: Create the Spline

Let’s begin by creating the spline. You can start by creating a Blueprint Actor and call it BP_Spline. Open it and add a Spline component. You can manage and edit this spline by moving its points, either in the Blueprint or the viewport. To add points, hold Alt while dragging, and you can also rotate the spline to fit your desired shape.


Step 2: Set Up the Particle System

Next, create a Fountain emitter and call it Effects. Remove any default forces like gravity and velocity. We’ll set up the particle system to spawn along the spline and move along it.

In the particle update section, create a new Scratchpad and name it something like SplineEffects. From here, add a Spline Input node. You’ll use a Sample Spline Position by Unit Distance to make the particles move along the spline.


Step 3: Link Spline to Particles

To make this work, connect the spline to the particles. We need to make the spline a user parameter. After that, drag the Spline Input and connect it to the Particle Position.

Now, save the settings and you’ll see the particles moving from the start of the spline to the end. However, to make the particles move at random speeds, we need to add a bit more control.


Step 4: Randomize the Particle Speed

To randomize the speed, multiply the spline edge by a float value, which we’ll call Speed. Make this a user parameter, and if you set it to 1, all particles will move at the same speed. If you decrease the value, the particles will move slower, but at the same speed.

To make the speed random, create a Uniform Random Float with a minimum of 0 and a maximum value that you can adjust. Now, your particles will move at varying speeds.


Step 5: Make the Emitter Move and Leave a Trail

Now let’s move the emitter itself along the spline. To do this, copy the Speed parameter and apply it to the emitter’s position. Remove the randomization for the emitter movement, as we want it to stay consistent.


Step 6: Looping the Particles

To make the particles loop seamlessly, we’ll use a Custom Float to control the loop duration. Call it something like MyAge. This will help the particles loop back to the beginning once they reach the end. Adjust the loop duration to control the speed—if you set it to 5, the loop will be slower; if you set it to 0.5, it will be faster.


Step 7: Add More Visual Effects

To make the trail more interesting, let’s adjust the particle size, color, and life span. You can change the color to something like green and use a curl noise to make the particles more dynamic. Increase the particles to around 200 for a fuller effect.


Step 8: Address Particle Gaps

Sometimes, you may notice gaps between particles when the loop restarts. To solve this, add a small delay between loops. This will ensure the particles spawn correctly without gaps.


Step 9: Additional Tweaks

For an extra touch, you can add a flash material to create a bright, flashy effect at the beginning of the loop. Set the particle’s lifespan to a shorter duration and adjust the size. You can also increase the sphere size for more coverage.


Step 10: Final Adjustments

Finally, make any last adjustments, such as gravity settings or particle material tweaks. You can also increase the light intensity for a more vibrant effect.


Conclusion

That’s it for today’s tutorial! You’ve learned how to create a spline-based particle effect in UE5 Niagara, control particle movement along the spline, and add visual enhancements like trails and flashing effects. I hope you found this tutorial helpful!


Thanks for watching, keep learning, and keep creating!


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