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

Controlling Niagara Particles Using Blueprints

In this chapter, we are going to use all the things we learned in the previous chapters. We will create a moderately complex Niagara particle system, and in that system, we will have some User Exposed parameters. We will be creating a Blueprint Actor that will drive these User Exposed parameters so that we do not have to directly interact with the Niagara System. Once you are familiar with this workflow, you will be able to create blueprint assets containing Niagara particle systems that can be tweaked without having to open the Niagara Editor.

The topics we’ll cover in this chapter are as follows:

  • Exploring the User Parameters module
  • Calling Niagara User Exposed Settings from Blueprint Actors
  • Tutorial – Modifying a Niagara System using Blueprint Actors