If you're having trouble connecting to whatever you named the parameter in the blueprint, you can right click the user parameter from within the niagara editor and click "copy reference to." Then you can paste the text into the connection blueprint Parameter Name box. For example, as a dumby javascript developer I was uthinkingly camelCasing my shit, which I guess unreal automatically converted to whatever_this_case_is_called, so I was getting the parameter name wrong.
Amazing tutorial. btw the Parameter Name under the Driver Actor doesn't need a "User" forehead of the "noiseStrength", it doesn't work when I add the "User". Forget about my words if it works on your computer, just remind those guys found it won't work after practice with this tutorial.
Is there a way to do the opposite (Niagara sending events to BPs)? Cascade has an "Event Generator" which can call BPs (w/ collison, etc). There's nothing equivalent in Niagara, but also hoping that I am wrong about this (because I really want to know how to replicate that specific function in Niagara). Would you know anything about it? Any kind of information would help!
hello there, thanks for your tutorial, unfortunatly i ran into some troubles... i am a very new to the UE environment, so please forgive me.... bu if anyone could provide me some tips/guidance i'd be endlessly gratefull
if you've added your niagara system as a component you don't need to reference it again. you already have the reference. Just drag out the niagara component and do the same thing
Hi Sem i m a new subscriber..!!! Excellent content. I wondering.. What is the best way to animate exposed parameters in Niagara? I created 7 "User" parameters for my various emitters. I have a blueprint which is sourcing my Niagara system, I created variables inside the blueprint that are associated with my parameters but when I try to expose the Wind Speed or another Vector parameter just simple can't. Could you orientate me how to create a vector parameter into Blueprint Editor?
@@yuezhao1683 sure ! At begin play you could get the player character, from it you cast to the actual BP of your character. You now have a reference to your character in game (you could promote the blue output pin of the cast to a variable so that you can reference the player easily later on in this blueprint). Add a box collision, and on Event begin overlap with this box, when the other actor = this new variable you created earlier you now know that your character is overlapping the box. From there you can do whatever you want
Great explanation, but personally im having a problem: i want to set a point of attraction formy niagara as the position of the bp actor. I tried to use your method but i cant access the user exposed "custom position" parameter i created. Am i missing something?
I've had this set up working but I'm trying to update floats after a niagara system is spawned through a BP. I've promoted the spawn to a reference and using that as the target for the float updates on the user params but it doesn't seem to work. Have you tried that?
everytime you change a variable the 'set float parameter' function needs an event exec. So you can do multiple things here, you could for example set float on a tick event, that way it just always updates and you can change it on the fly without that much hassle. problem is this is not very efficient and will result in framedrops if you do this to much.
Hey, im strugging to do this for the color curve, am i missing something? how should i reference a niagara system color curve, it doesn't seem to come up as a blueprint parameter
@@shimlaDnB sure I mean, here you reference a float. I would like to reference a color curve. So I can edit the colour curve from the blueprint instead of always going back to the Niagara system
OMFG! Amazing tutorial. Easy to understand and short. You saved me days.
Man your channel is absolute gold!! I'm so glad I found it 😃
Thanks a lot for the content and please keep it up ❤️
Brilliant! This opens up so many possibilities. Thank you for taking the time to share this!
If you're having trouble connecting to whatever you named the parameter in the blueprint, you can right click the user parameter from within the niagara editor and click "copy reference to." Then you can paste the text into the connection blueprint Parameter Name box. For example, as a dumby javascript developer I was uthinkingly camelCasing my shit, which I guess unreal automatically converted to whatever_this_case_is_called, so I was getting the parameter name wrong.
Thanks, love the short format, straight to the point
This is so great! thanks mayyne
Amazing tutorial. btw the Parameter Name under the Driver Actor doesn't need a "User" forehead of the "noiseStrength", it doesn't work when I add the "User". Forget about my words if it works on your computer, just remind those guys found it won't work after practice with this tutorial.
exactly thanks!
Perfect! Straight to the point. Thanks.
That is very helpful man you’re the best ❤
Thanks a lot !! It helped me a lot , great videos man !
For college I am making a game with particles. You have helped soo much thx you bro
What about the mesh itself though?
how do i use a blueprint script to call a niagra system to play the particle ?
How do you set the default value of the float variable within the Niagra system? I.e. What if you don't want the default value to be 0?
Figured it and I feel silly. It's within the main (blue) node of the Niagara system, under "User Parameters"
I believe you are some sort of wizard
And... FPS drops like crazy, what to do? is it Niagara really better than the legacy particle system?
Is there a way to do the opposite (Niagara sending events to BPs)? Cascade has an "Event Generator" which can call BPs (w/ collison, etc). There's nothing equivalent in Niagara, but also hoping that I am wrong about this (because I really want to know how to replicate that specific function in Niagara). Would you know anything about it? Any kind of information would help!
havent found a way yet, maybe collision detection but otherwise i'd use BP's to control both the input and output of your system
That's great, Hey have you watched the unity demo where he is controlling the owl? how can we achieve a similar look?
hello there, thanks for your tutorial, unfortunatly i ran into some troubles... i am a very new to the UE environment, so please forgive me.... bu if anyone could provide me some tips/guidance i'd be endlessly gratefull
if you've added your niagara system as a component you don't need to reference it again. you already have the reference. Just drag out the niagara component and do the same thing
Hi Sem i m a new subscriber..!!! Excellent content. I wondering..
What is the best way to animate exposed parameters in Niagara?
I created 7 "User" parameters for my various emitters. I have a blueprint which is sourcing my Niagara system, I created variables inside the blueprint that are associated with my parameters but when I try to expose the Wind Speed or another Vector parameter just simple can't. Could you orientate me how to create a vector parameter into Blueprint Editor?
hey! nice tut, but I wanna ask if this works also with a box collision in the Actor blue print class?
What do you mean? Your question is pretty vague to give any answer
@@SpasmAtaK hi, I mean can I use a trigger box to toggle the niagara system to Active or Inactive?
@@yuezhao1683 sure ! At begin play you could get the player character, from it you cast to the actual BP of your character. You now have a reference to your character in game (you could promote the blue output pin of the cast to a variable so that you can reference the player easily later on in this blueprint).
Add a box collision, and on Event begin overlap with this box, when the other actor = this new variable you created earlier you now know that your character is overlapping the box. From there you can do whatever you want
@@SpasmAtaK Thanks! very helpful!👍👍👍👍
Great explanation, but personally im having a problem: i want to set a point of attraction formy niagara as the position of the bp actor. I tried to use your method but i cant access the user exposed "custom position" parameter i created. Am i missing something?
omg I am trying to do the same thing and can't find anything on it on the internet! Did you ever figure this out?
Man is godly, thank you so much.
I've had this set up working but I'm trying to update floats after a niagara system is spawned through a BP. I've promoted the spawn to a reference and using that as the target for the float updates on the user params but it doesn't seem to work. Have you tried that?
everytime you change a variable the 'set float parameter' function needs an event exec.
So you can do multiple things here, you could for example set float on a tick event, that way it just always updates and you can change it on the fly without that much hassle. problem is this is not very efficient and will result in framedrops if you do this to much.
Hey, im strugging to do this for the color curve, am i missing something? how should i reference a niagara system color curve, it doesn't seem to come up as a blueprint parameter
can you elaborate?
@@shimlaDnB sure I mean, here you reference a float. I would like to reference a color curve. So I can edit the colour curve from the blueprint instead of always going back to the Niagara system
Very helpful! Thanks
You're the man
Nice tut! Thanks
you are the man!!!!!!!!!!!
Very cool!
Awesome
Cool! Now try to send a bool and tell us what you think :)) xD
ANNNNND subbed.