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

Editing a Niagara Module to create custom effects

Now that we are familiar with the Niagara Module Script Editor, let us start working on the Presence Detector module we have created.

Before we start working on the actual code, let us first understand how the module works by looking at a simple example.

Understanding how the module works

This is an example where the module affects the size of a sprite based on the input values given by the user in the module’s Selection panel.

In the Node Graph panel, a template graph node will have been created with the InputMap, Map Get, Map Set and Output Module nodes added. We will keep the template graph node and start with our Module script by clicking on the + sign on the Map Get node. We want the user to be able to specify the size of the particle. We will use uniform scaling for the particle size. This means we can use a float input instead of a vector. The new float input value pin will be in Input Namespace, as indicated...