Book Image

Build Stunning Real-time VFX with Unreal Engine 5

By : Hrishikesh Andurlekar
5 (1)
Book Image

Build Stunning Real-time VFX with Unreal Engine 5

5 (1)
By: Hrishikesh Andurlekar

Overview of this book

While no game would be complete without visual effects, the ever-evolving VFX industry churns out stellar digital environments that can make your games stand out from the crowd. Build Stunning Real-time VFX with Unreal Engine 5 is here to help you boost your creativity using Niagara to make jaw-dropping particle systems backed by the power of Unreal Engine 5—without a line of code. This handy guide for VFX artists takes you through the principles and concepts of designing particle systems and design workflows, along with the architecture of Niagara, Unreal Engine 5’s VFX system. Throughout the book, you’ll build a series of mini projects that will put your particle system knowledge to the test. As you advance, you’ll cover topics such as creating your own custom modules, debugging workflows, and controlling particles with blueprints, and conclude by working on two projects that will bring everything together into a neat package. By the end of this VFX book, you’ll have a deeper understanding of particle systems, improving your skills, portfolio, and the chances of being employed by studios using Unreal Engine 5.
Table of Contents (16 chapters)
Part 1: Introduction to Niagara and Particle Systems in Unreal Engine 5
Part 2: Dive Deeper into Niagara for VFX

Debug console commands

While the Niagara Debugger is an excellent tool, we may not need all the features it has. We may want to use the debug features at runtime without the interface, or we may want to be able to log them during gameplay testing, or we may even want to trigger the debug features at certain points in our game to debug specific areas in our games.

We can do all of this and much more with the help of console commands. These commands can be typed in the Unreal Editor console located in the Output Log panel:

Fig. 9.34: Typing the Niagara debug commands in the console

It can also be triggered through the Execute Console Command node in Blueprints:

Figure 10.35: Using the Execute Console Command node in Blueprints to trigger the debug commands

Let us have a look at an example of a console command:

fx.Niagara.Debug.Hud Enabled=1 OverviewEnabled=1

This command by itself can be seen here: