Book Image

Mastering Unreal Engine 4.X

By : Muhammad A.Moniem
Book Image

Mastering Unreal Engine 4.X

By: Muhammad A.Moniem

Overview of this book

Unreal Engine 4 has garnered a lot of attention in the gaming world because of its new and improved graphics and rendering engine, the physics simulator, particle generator, and more. This book is the ideal guide to help you leverage all these features to create state-of-the-art games that capture the eye of your audience. Inside we’ll explain advanced shaders and effects techniques and how you can implement them in your games. You’ll create custom lighting effects, use the physics simulator to add that extra edge to your games, and create customized game environments that look visually stunning using the rendering technique. You’ll find out how to use the new rendering engine efficiently, add amazing post-processing effects, and use data tables to create data-driven gameplay that is engaging and exciting. By the end of this book, you will be able to create professional games with stunning graphics using Unreal Engine 4!
Table of Contents (22 chapters)
Mastering Unreal Engine 4.X
Credits
About the Author
Acknowledgments
About the Reviewer
www.PacktPub.com
Preface
Index

Spawning particles


Now Tabs ended up with particle system assets, basically inside the content browser—just an asset within a folder. But how can these be used inside the game or the map itself?

Well, when it comes to the usability, Unreal is the master, and as with anything else within Unreal Engine/Editor, there are various ways to help you achieve your goals. These are common and yet known methods that you can follow in order to use any particle system you have made:

  • Drag and drop: This is the most common method, where you just drag the Particle System asset from the content browser, and drop it inside the map. But this method only comes into use when you are building the level, and you need to put some particles there by default, for example, when you need to put some fires around it.

  • Animation notifications: This one of my favorite methods, as when we used it to call logic through notifications before, while building enemies and the player; the same approach could be applied here as well...