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

The Niagara Module Script Editor

The Niagara Module Script Editor looks suspiciously similar to a blueprint editor. This makes it easy for users familiar with blueprints to grasp the functionality easily. The nodes available here are completely different from what you otherwise see in a blueprint, although there may be a few nodes, especially the ones dealing with basic mathematics, that look similar.

Figure 7.6: The Niagara Module Script Editor

There are eight major areas in the editor.

Figure 7.7: The Menu bar

  • The Menu bar

This area contains commands to open/save the module, undo/redo options, a few asset commands, and commands to hide/show the different panels in the editor.

Figure 7.8: The Toolbar area

  • Toolbar

Along with the standard buttons to save and browse for the asset, the Toolbar area has buttons to Compile and Apply the script. There is also the new Versioning button, which...