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

Exploring Local Modules

In the previous chapter, we learned how to create custom modules to achieve behaviors that cannot be achieved using existing Niagara modules. Custom modules can be reused in other particle systems if we need to. But there are many occasions where we want a one-off custom module and we do not intend to reuse it in other particle systems.

For such situations, we should create a local module. Local Modules are embedded in the particle system and cannot be reused in other particle systems. Local Modules are also useful for testing out and prototyping new modules.

Local Modules can be edited in their own editor, which is similar to the Niagara Module Editor.

In Unreal Engine 5.1, a new panel has been introduced to replace the Scratch Pad panel from Unreal 5.0 and below. The new panel is called the Local Modules panel. The functionality remains the same as the earlier Scratch Pad panel with the exception that the module editor is now separate from the rest...