You can set a BP_Wind variable with beginplay event only once and then use it as reference, it's a much cheaper and more accurate method. Thanks for the tutorial, it's helped a lot.
Yeah it's interesting. Add velocity used to be in both. In particle update you have "update velocity" and it's dependant on having an add velocity in particle spawn.
Yeah get all actors of class can be one of the most expensive operations in a blueprint - especially using tick. Having worked on projects were designers used this, they had them all removed and the blueprint was refactored. You also don't need to update the wind direction/strength (or push it to the niagara systems) at framerate, only when it changes. You can set this up quite easily and dramatically reduce the cost of the blueprint. My wind system had a gust system and used timers instead of tick, I also use Niagara Parameter Collections for persistent data like the current wind state - can just as easily use user params of course but the wind data was used in multiple niagara systems and materials.
You could just directly build it as one BP and you could just do event begin play or use some other event/trigger and logic to determine your weather changing
You can set a BP_Wind variable with beginplay event only once and then use it as reference, it's a much cheaper and more accurate method. Thanks for the tutorial, it's helped a lot.
That assumes you dont want to animate the wind, doing it this way allows you to animate via timeline
Your channel is really good, wish you good luck!
Using UE5 here: the Add Velocity module is no longer in the Particle Update group, is actually in the Particle Spawn group now.
Yeah it's interesting. Add velocity used to be in both. In particle update you have "update velocity" and it's dependant on having an add velocity in particle spawn.
thanks for very impressive tutorial series....
Thank you 🙏 😁
I can't find the Vector * Float option in UE5, any solutions?
in case anyone needs it: go to editor preferences, search for "type promotion" and disable it
I can't seem to move add velocity into particle update. Could you tell me how I can do it. using UE 4.27
How can I make a Slider-type control with min-max values? (Something like the Rotation values on the Details tab / Transform)
no need to get actors of class with tick, just set reference with a variable on begin play and use it.
Yeah get all actors of class can be one of the most expensive operations in a blueprint - especially using tick. Having worked on projects were designers used this, they had them all removed and the blueprint was refactored.
You also don't need to update the wind direction/strength (or push it to the niagara systems) at framerate, only when it changes. You can set this up quite easily and dramatically reduce the cost of the blueprint. My wind system had a gust system and used timers instead of tick, I also use Niagara Parameter Collections for persistent data like the current wind state - can just as easily use user params of course but the wind data was used in multiple niagara systems and materials.
its a bad thing to put "Get all actor of class" node in event tick. Its okay for now but for a full-fledge game this is performance intensive.
You could just directly build it as one BP and you could just do event begin play or use some other event/trigger and logic to determine your weather changing