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Build Stunning Real-time VFX with Unreal Engine 5

Build Stunning Real-time VFX with Unreal Engine 5

By : Hrishikesh Andurlekar
4.8 (19)
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Build Stunning Real-time VFX with Unreal Engine 5

Build Stunning Real-time VFX with Unreal Engine 5

4.8 (19)
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)
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1
Part 1: Introduction to Niagara and Particle Systems in Unreal Engine 5
7
Part 2: Dive Deeper into Niagara for VFX

Exploring the User Parameters module

We saw how to add the Niagara particle system to blueprints in Chapter 4. In this chapter, we will go a bit deeper and control Niagara parameters through blueprints. This allows us to create assets containing Niagara particle systems that can be tweaked by users who are now familiar with Niagara. Through a blueprint, we can expose properties that we expect to be tweaked by level designers and other artists not directly working with Niagara. We are adding a layer of abstraction on top of the Niagara interface to make tweaking the particle system property values easier for other users.

The first step to do this is to create what we call User Parameters in the Niagara particle system, which will be exposed to the blueprints.

Let’s understand this process by creating one such parameter.

To do that, first, create a new Niagara system. Use the Fountain template when asked to choose the template. The Fountain emitter has a SpawnRate parameter...

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