For people who don't need hardcoded sockets and want to have this work for various weapons, you can do it by making and using a custom notify state and in the begin and end events call an event in your character or actor component (wherever you have a ref to your weapon) which calls an event into your weapon bp to activate the trail there. In the weapon bp, add this same particle as a component , then drag from it Begin Trails and End Trails nodes. You can specify the weapon's sockets there.
For people who don't need hardcoded sockets and want to have this work for various weapons, you can do it by making and using a custom notify state and in the begin and end events call an event in your character or actor component (wherever you have a ref to your weapon) which calls an event into your weapon bp to activate the trail there. In the weapon bp, add this same particle as a component , then drag from it Begin Trails and End Trails nodes. You can specify the weapon's sockets there.
KEEP UP THE GOOD WORK MATE , LOVE YOU
I was literally searching and your video came in suggestion
nice
hehe I'm so glad to see u again keep going
Cant put niagara on ps template
You added the sockets on the character, now whenever they change to a different weapon, the trail sockets will not match..
hi, do you bring a tutorial on how to add audio in the options?
Thanks Bro
did you make these animations in ue5 or some other software?
No its a retargeted animation from a free marketplace character called paragon greystone
I didn't learn how to do animations yet, but I plan to use Blender and Cascadeur.
Please add Korean subtitles
😭