Really really useful tutorial, thank you very much for sharing this! I would not be able to figure out how to do this by myself, thanks again for this tutorial.
I was just trying to learn how to mess with time in blueprints for niagara systems and trying to figure out how "advance simulation" works, so this was interesting. I'd like to see you take it a little further and cover some more niagara-in-blueprint nodes. Things like "SetDesiredAge", "SeekToDesiredAge", etc. I couldn't figure out how to use the Age stuff when I was tinkering. I've only been using UE for like a month, so I've been working on learning all this Niagara stuff. My main goal the other day was just trying to figure out how to play a Niagara system in reverse. Maybe the time dilation setup you were showing allows for that simply using negative numbers? I'll have to check.
I've been trying to figure out "reverse." As of right now there's isn't an easy way. You would think it'd be easy to implement because the systems are built off of the sequence timelines. And unfortunately delta time in blueprints can't go negative. If there ends up being an affordable and time sensitive approach to "reverse" I'll do a video on it.
@@gamedevoutpost9270 Thanks for the response. Yeah, I thought since they are built with timelines, you could just play it in reverse... seems like a really simple thing that should just work off the bat. Do you happen to know if this is a shortcoming of blueprints? Do you know if it's possible to do this in the C++ API easily?
Hi, I only encounter one problem, unless I'm mistaken, how can we use the System Life Cycle, it doesn't work for me with the sequencer. Thank you for your reply. D.S.
First time heard of Time dilation. Thank you for providing these super helpful tutorials! Is it possible to utilize time dilation function to achieve " stepped motion" effect in niagara system?! Or there are already ways to achieve that haha
You could probably do this by alternating the delta time between 0 and another value multiple by the rate at which you want to switch between them, basically pausing and pausing at certain rate. You can also change the tick amount. If it's set to 1 you will progress 1 frame at a time, but if you increase it to say 5 you'll skip 5 frames every time your Delta time is not 0.
Do you know if there is a way to do time dilation without affecting the music in the sequencer. I have a master sequence with all the level sequence shots. Inside the level shots I do the time dilation(as time-remapping) but it affects everything as it is global. But the thing is that I do want it to affect everything except the audio(song). How can this be done? Hope to hear from you😊
It depends, there really isn't anything built into the Niagara system that let's you do something like that. Instead you have to think about the modules you're using. So if you are using add velocity in particle update, you would use a user parameter/blueprint to slow or increase to velocity.
@@gamedevoutpost9270 I actually am looking for a better way to slow wispy particles. If I reduce the strength on curl noise then wispyness is gone, and if I reduce frequency then the effect is no longer convincing.
I asked you how to do this in a comment a long time ago and just now saw this. Got it working, thanks man! Hitting that bell now :)
Amazing tutorial! Now I can finally get my particle to spawn properly in my game! It spawns on 0.75 so I needed a way to spawn it faster. Bless you
Really really useful tutorial, thank you very much for sharing this!
I would not be able to figure out how to do this by myself, thanks again for this tutorial.
Thank you!
You are the best! Many thanks!
Great tutorial! But how to pause it from the sequencer? And is it possible to pause it decreasing the speed instead of a sudden stop??
Amazing, Thank you so much!
Great, that's exactly the problem I had.
Thank you so much
I was just trying to learn how to mess with time in blueprints for niagara systems and trying to figure out how "advance simulation" works, so this was interesting. I'd like to see you take it a little further and cover some more niagara-in-blueprint nodes. Things like "SetDesiredAge", "SeekToDesiredAge", etc.
I couldn't figure out how to use the Age stuff when I was tinkering. I've only been using UE for like a month, so I've been working on learning all this Niagara stuff. My main goal the other day was just trying to figure out how to play a Niagara system in reverse. Maybe the time dilation setup you were showing allows for that simply using negative numbers? I'll have to check.
I've been trying to figure out "reverse." As of right now there's isn't an easy way. You would think it'd be easy to implement because the systems are built off of the sequence timelines. And unfortunately delta time in blueprints can't go negative. If there ends up being an affordable and time sensitive approach to "reverse" I'll do a video on it.
@@gamedevoutpost9270 Thanks for the response. Yeah, I thought since they are built with timelines, you could just play it in reverse... seems like a really simple thing that should just work off the bat. Do you happen to know if this is a shortcoming of blueprints? Do you know if it's possible to do this in the C++ API easily?
Thank you so much, this tutorial saved me
This is great!! Thx
This works great in game play mode, but I'm trying to do a scene for cinematics. How can I get this to pause while in the editor?
I want know how to play particle frame by frame in sequence,thanks
thanks,I want to know if I want to pausing Niagara Systems in sequence to make a movie and output,what can we do .
Hi,
I only encounter one problem, unless I'm mistaken, how can we use the System Life Cycle,
it doesn't work for me with the sequencer.
Thank you for your reply.
D.S.
Yes!
I wonder how pause niagara effect in sequencer
I wonder that too! I guess it's not difficult using blueprints... but which one?
HELLO. I HAVE MY NIGRA BUT WHEN RENDER STARTS THE PARTICLES TAKES LONG TIME TO APPEAR
WHAT SHOULD I DO?
First time heard of Time dilation. Thank you for providing these super helpful tutorials!
Is it possible to utilize time dilation function to achieve " stepped motion" effect in niagara system?!
Or there are already ways to achieve that haha
You could probably do this by alternating the delta time between 0 and another value multiple by the rate at which you want to switch between them, basically pausing and pausing at certain rate. You can also change the tick amount. If it's set to 1 you will progress 1 frame at a time, but if you increase it to say 5 you'll skip 5 frames every time your Delta time is not 0.
I'm a little confused about the Tick Count.
Why would you need such a parameter if you can advance the simulation with delta seconds and a multiplier?
Do you know if there is a way to do time dilation without affecting the music in the sequencer.
I have a master sequence with all the level sequence shots.
Inside the level shots I do the time dilation(as time-remapping) but it affects everything as it is global. But the thing is that I do want it to affect everything except the audio(song).
How can this be done?
Hope to hear from you😊
I'll look into it and get back to you.
Anyone able to get this to work in 5.1?
Not linear Timeline curve multiplied by World Delta Seconds give interesting result. )
Can you made another video with seek and desired age?
can these value set key in a level sequencer?
You sound be able to.
how do I instead just slow down one particle system without blueprint ofc.
It depends, there really isn't anything built into the Niagara system that let's you do something like that. Instead you have to think about the modules you're using. So if you are using add velocity in particle update, you would use a user parameter/blueprint to slow or increase to velocity.
@@gamedevoutpost9270 I actually am looking for a better way to slow wispy particles. If I reduce the strength on curl noise then wispyness is gone, and if I reduce frequency then the effect is no longer convincing.