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

The emitters panel


You have to know the difference between the particle system and the particle emitter. The particle system is the actual asset itself, which means it is an asset you can create in your content browser, and it is the final look of what you are building inside Cascade and the one used inside the game. The emitter is the unit used to create a system, which means the particle system could be made out of one particle emitter, five emitters, or even an unlimited amount of emitters!

As a particle system is made up of one or more particle emitters, this is the place where you can add, select, edit, and arrange your emitters. Think about it as a graph area like the one with the Material Editor, or even like the Blueprint graph. This is where you put the actual content!

As it is just an area for all the emitters, you can call it The emitter list, as lots of people do:

It contains a horizontal arrangement of all the emitters within the current particle system and, regardless of the amount...