For anyone unable to get the 'Shape Location' for this working in Unreal 5, you need one both in Particle Spawn (with the radius 5), and then one again in Particle Update after 'Solve Forces and Velocity' (again with the same radius and then other edits shown). It took me a while to figure this out after reading a load of comments! :)
thank you very much, that was my isue for quite some time! I also love commenting my errors so no one else has to suffer that much as i did :D Very helpfu!!!!
This was honestly one of the best tutorials I've seen for VFX in UE4. It was well paced, descriptive when necessary, and despite not knowing French, it was easy to follow along. Definitely going to share this channel with my fellow game design classmates. I look forward to seeing what the rest of your channel has to offer.
For anyone following along and getting stuck at naming the Vector Parameter at 16:38, just leave off the "User" part in the name and just name it BeamEnd. That was the only way I could get it to follow the end sphere. I hope this helps! :)
This should work with User.BeamEnd . I think this is now fixed, but in UE 4.24, changing a parameter via a blueprint did not work without adding "User." after a project packaging. Nevertheless, thanks for clarifying it :)
Outstanding tutorial, thank you very much! I was struggling with this for a while trying to create a lightning weapon for my game and this was extremely easy to follow despite not understanding a word of french lol. Well done!
Thanks for the great tutorial, easy to follow. I had a problem that the electricity wasn't going around after adding sphere location, but the issue was that I chose some dynamic beam instead of the static beam emitter, probably there some small difference in the settings between them 😄
Merci beaucoup! I had to remember my long ago forgotten Intermediate French skills to understand your tutorial but it's where I've found exactly what I was looking for. Thank you thousands times! It was worth it ^^
Merci beaucoup pour ce tuto, très bien expliqué étape par étape! Je vais pouvoir faire de beaux arc électriques avec mes batteries! J'ai commencé à utiliser UE il y a deux mois et heureusement qu'il y a des personnes comme toi qui partage leurs expériences, et avec pédagogie en plus 😊 Et hop un abonné en + 😉
Un pouce bleu en retard. Formidablement bien expliqué, très agréable, centré sur l'essentiel tout en montrant quelles portes on peut ouvrir. Un grand merci l'ami !
is there a way to connect the lighting to the end point without the event graph? I'm trying to use UEFN and for some reasons the event graph isn't here.
UEFN is not compatible with blueprints. You have to use the Verse language. There must be a way to get the system reference in order to modify its exposed parameters
Thank you ! And yes, it's possible. You can attach the effect to a socket/bone and update the "User.BeamEnd" parameter with the position of another socket/bone
@@rimaye would there be any way to do this inside the actual particle system itself so that it looks like it’s arcing around the characters body as opposed to going to set points? Asking because I’m trying to make a speedster character with electricity on his character model, but as opposed to just some small electrical things like in your video, I’m imagining like the electricity starts at a random triangle, and arcs to another is there anyway to do this from inside the system?
@@nzgberg I've never done it like this but I think it's possible. You can get Start and End positions by using "skeletal mesh location" modules. You will have to modify the position of each particle according to the two desired positions (Start + End) using Lerp/curves and the "ribbon link order".
if i attach this to a player, it looks bad when the player is moving at fast speed, there is any way to fix this without using local space? because i neeed the world space to use a end location
No, this is not possible using world space (the position is changed during the next frame). It is possible in local space but you have to make some modifications: You have to orient the Niagara system to this point, and send the distance (between the niagara système and the End location). You will be able to find the End location in a local space ( Simulation position (0,0,0 in local space) + X axis * Distance = End location )
Hi just wondering how can I use this for a smash effect. When fists hit the ground electricity hit the actor in front. I have been trying for a hour now and can't get it, any help would be greatly appreciated.
This should not be a problem. If you spawn the effect at the hit position and communicate the enemy's position via the "User.BeamEnd" parameter, it should work. Be careful with references.
hello! a 9:12 on doit regler le beam end dans le system settings mais j'ai l'impression que ça n'existe plus sur UE5.3 :') donc je ne sais pas trop comment faire fonctionner le fx, pourriez vous m'aider c'est pour un examen?
OK MY BAD J'AI TROUVE, donc si vous avez le soucis allez a gauche à coté de parameters, cliquez sur user parameters et vous aurez juste en dessous de quoi regler tout ça
C'est fou t'as la même voix et la même façon de parler que mon prof d'unreal Emilio lol. En tout cas ton tuto m'a bien aidé. Cependant, j'aimerais par exemple utiliser les arcs pour faire un "champ d'énergie" entre la base de mon robot et ses épaules, aurait tu un conseils à me donner pour le réaliser? Sachant que j'ai combine tout mon mesh, les bras ne sont pas séparés mais si ça dérange, je peux le faire, merci :D
Salut, tadaaa démasqué ! [non c'est pas vrai ! ;) ]. J'ai déjà fait quelque chose de similaire, pour cela j'ai utilisé les bones (en sélectionnant ceux qui m'intéressent) ou des sockets (pour un positionnement plus précis) pour placer le point de départ de mon arc. Puis j'ai utilisé un autre emitter avec un "collision Event" puis obtenir le point d'arrivé. cela permet d'obtenir un system complétement autonome, il faut simplement l'attacher au mesh correspondant.
Hello. I’m having a similar problem as a few other people. I can not figure out how to attach the Beam to the End. Everything else worked perfect except for that. I tried naming it User BeamEnd, User.BeamEnd, BeamEnd, and many other combinations. I’m using unreal 5 but I don’t think that’s the issue. Any advice?
Salut! Very nice tutorial :) One question, once this is working, do you know if instead of having 2 points spawning particles ay locations in the world, is possible to attach each BP inside an animation of a character? for example the hands of a character opening his arms? (and the electricity jumping between both hands) or in this case would be a different approach? Maybe is a bit complex to explain but maybe someone has some tips. Thank youuuu :)
Hi! Thanks :) You can do whatever you want! Use Sockets (for example) to attach the Niagara component and update the "BeamEnd" parameter (with a new position (a socket for example)) Then you can use the "Notify" tool in the animation to activate or deactivate the effect. This way you can create an electric arc between the 2 hands of a character. This is just an example :)
sadly this doesnt work to me , if i attach to a player, when the player moves, the particles doesnt look that they are attach to the player because of the world space
Salut, moi j'ai un problème avec la partie "communication with bp" comme toi avant mais le problème est que même si je marque "User.BeamEnd" dans le "Set Vector Parameter" à "Parameter Name" ça ne marche pas. Sinon tes tutos son très bien fait.
Salut, et merci ! As-tu bien nommé le paramètre User "BeamEnd" ? Le set vector parameter ne fonctionne que si c'est exactement le même nom que le paramètre User ("User." en moins) et s'il est bien relié à la référence du System Niagara. Et dans le système il faut ensuite utiliser ce paramètre dans un module. Tu peux commencer par modifier la valeur du paramètre User BeamEnd dans ton system (cadre bleu). Si sa position varie alors le problème vient du blueprint (syntaxe ou référence). Si la position ne varie pas alors tu as sans doute oublié d'utiliser le user parameter à un endroit dans les modules. J'espère que tu trouveras comme ça !
@@rimaye Re, oui donc le problème venait du module mais je ne comprend pas pourquoi cela ne marchait pas même si c'était exactement la même chose que dans la vidéo. Bref j'ai juste supprimé la variable "User BeamEnd" et je l'ai recrée et miraculeusement ça à refonctionné 😂. Merci pour ta réponse rapide et complète, bonne continuation.
Hi, What texture are you talking about? I don't use any texture in this tutorial. It is a very simple material applied on a ribbon. Or did I misunderstand your question?
For anyone unable to get the 'Shape Location' for this working in Unreal 5, you need one both in Particle Spawn (with the radius 5), and then one again in Particle Update after 'Solve Forces and Velocity' (again with the same radius and then other edits shown). It took me a while to figure this out after reading a load of comments! :)
thank you very much, that was my isue for quite some time! I also love commenting my errors so no one else has to suffer that much as i did :D Very helpfu!!!!
Thank u sooo much I was struggling with this
MY MAN!
This was honestly one of the best tutorials I've seen for VFX in UE4. It was well paced, descriptive when necessary, and despite not knowing French, it was easy to follow along. Definitely going to share this channel with my fellow game design classmates. I look forward to seeing what the rest of your channel has to offer.
Thank you very much! Always so stoked to get motivating feedback like that!
For anyone following along and getting stuck at naming the Vector Parameter at 16:38, just leave off the "User" part in the name and just name it BeamEnd. That was the only way I could get it to follow the end sphere. I hope this helps! :)
This should work with User.BeamEnd . I think this is now fixed, but in UE 4.24, changing a parameter via a blueprint did not work without adding "User." after a project packaging.
Nevertheless, thanks for clarifying it :)
That didn’t work for me, sadly. Was there anything else you might have did to get it to follow the end sphere?
I do not know France, but I still found this tutorial helpful, thanks mate
Thanks, glad you like it :)
Its possible to get the effect by removing the sphere locations and adding a "Jitter Postion" in the Particle update.
If someone like me doesn't work the Sphere Location you can add some velocity at particle spawn. It also works. Nice tutorial
Thanks :). You can also use a cross product to get a random vector perpendicular to the arc axis. This is even better.
Outstanding tutorial, thank you very much! I was struggling with this for a while trying to create a lightning weapon for my game and this was extremely easy to follow despite not understanding a word of french lol. Well done!
Thank you very much!
Nice effect, just what I was looking for - merci! It was very easy to follow even without being able to speak french.
Thanks a lot for your feedback :)
Thanks for the great tutorial, easy to follow. I had a problem that the electricity wasn't going around after adding sphere location, but the issue was that I chose some dynamic beam instead of the static beam emitter, probably there some small difference in the settings between them 😄
Merci beaucoup! I had to remember my long ago forgotten Intermediate French skills to understand your tutorial but it's where I've found exactly what I was looking for. Thank you thousands times! It was worth it ^^
You killed two birds with one stone :P
Thanks a lot :)
Merci beaucoup pour ce tuto, très bien expliqué étape par étape! Je vais pouvoir faire de beaux arc électriques avec mes batteries! J'ai commencé à utiliser UE il y a deux mois et heureusement qu'il y a des personnes comme toi qui partage leurs expériences, et avec pédagogie en plus 😊 Et hop un abonné en + 😉
Merci beaucoup pour ton retour ! Content que mes tutos soient utiles :D
Finally a useful ad
Thank you !
Merci le sang, tu sauves des âmes perdues 👍
your voice is very calming :)
(also great tutorial!)
Haha Thanks! But don't fall asleep while watching it :D
Un pouce bleu en retard.
Formidablement bien expliqué, très agréable, centré sur l'essentiel tout en montrant quelles portes on peut ouvrir. Un grand merci l'ami !
Un grand merci à toi aussi pour ce retour ! :)
Encore un tutoriel exceptionnel, et beginner-friendly! Merci! :D
Merci beaucoup ! :)
Thanks, man! Exactly what I was looking for! Also enjoyed your France language.
thank you very much ! :D
amazing. thank you. even tho i cant speak french and use UE5 it worked out
This is the most important :)
Thank god I'm Canadian and also understand french
is there a way to connect the lighting to the end point without the event graph? I'm trying to use UEFN and for some reasons the event graph isn't here.
UEFN is not compatible with blueprints. You have to use the Verse language.
There must be a way to get the system reference in order to modify its exposed parameters
nice to learn a bit of French at the same time as Niagara :)
Haha thanks, you kill two birds with one stone ;)
Amazing tutorial, merci beaucoup :)
De rien :)
Using UE4.27, you have to put the SphereLocation node below SolveForcesAndVelocity
TY SM
This is an awesome tutorial. Do you think it would be possible for me to attach it to two random bones/vertices/etc on a skeletal mesh?
Thank you ! And yes, it's possible.
You can attach the effect to a socket/bone and update the "User.BeamEnd" parameter with the position of another socket/bone
@@rimaye would there be any way to do this inside the actual particle system itself so that it looks like it’s arcing around the characters body as opposed to going to set points? Asking because I’m trying to make a speedster character with electricity on his character model, but as opposed to just some small electrical things like in your video, I’m imagining like the electricity starts at a random triangle, and arcs to another is there anyway to do this from inside the system?
@@nzgberg I've never done it like this but I think it's possible.
You can get Start and End positions by using "skeletal mesh location" modules.
You will have to modify the position of each particle according to the two desired positions (Start + End) using Lerp/curves and the "ribbon link order".
@@rimaye thank you so much. Also I just want to say that your videos are really easy to follow.
Amazing 👍
Thank you !
Your sharing is very diligent~~Because it is in French, the youtube translation is very strange
But it’s okay, I still understand
Yes the auto translation is sometimes not very good. But if you can understand the tutorial, that's the most important thing :D
if i attach this to a player, it looks bad when the player is moving at fast speed, there is any way to fix this without using local space? because i neeed the world space to use a end location
No, this is not possible using world space (the position is changed during the next frame).
It is possible in local space but you have to make some modifications: You have to orient the Niagara system to this point, and send the distance (between the niagara système and the End location). You will be able to find the End location in a local space ( Simulation position (0,0,0 in local space) + X axis * Distance = End location )
Hi just wondering how can I use this for a smash effect. When fists hit the ground electricity hit the actor in front. I have been trying for a hour now and can't get it, any help would be greatly appreciated.
This should not be a problem.
If you spawn the effect at the hit position and communicate the enemy's position via the "User.BeamEnd" parameter, it should work.
Be careful with references.
hello! a 9:12 on doit regler le beam end dans le system settings mais j'ai l'impression que ça n'existe plus sur UE5.3 :') donc je ne sais pas trop comment faire fonctionner le fx, pourriez vous m'aider c'est pour un examen?
OK MY BAD J'AI TROUVE, donc si vous avez le soucis allez a gauche à coté de parameters, cliquez sur user parameters et vous aurez juste en dessous de quoi regler tout ça
C'est fou t'as la même voix et la même façon de parler que mon prof d'unreal Emilio lol. En tout cas ton tuto m'a bien aidé. Cependant, j'aimerais par exemple utiliser les arcs pour faire un "champ d'énergie" entre la base de mon robot et ses épaules, aurait tu un conseils à me donner pour le réaliser? Sachant que j'ai combine tout mon mesh, les bras ne sont pas séparés mais si ça dérange, je peux le faire, merci :D
Salut, tadaaa démasqué ! [non c'est pas vrai ! ;) ]. J'ai déjà fait quelque chose de similaire, pour cela j'ai utilisé les bones (en sélectionnant ceux qui m'intéressent) ou des sockets (pour un positionnement plus précis) pour placer le point de départ de mon arc. Puis j'ai utilisé un autre emitter avec un "collision Event" puis obtenir le point d'arrivé. cela permet d'obtenir un system complétement autonome, il faut simplement l'attacher au mesh correspondant.
Hello. I’m having a similar problem as a few other people. I can not figure out how to attach the Beam to the End. Everything else worked perfect except for that. I tried naming it User BeamEnd, User.BeamEnd, BeamEnd, and many other combinations. I’m using unreal 5 but I don’t think that’s the issue. Any advice?
Hello,
This tutorial may help you to understand how it works: ruclips.net/video/oj_4GAACG6Q/видео.html
You certainly missed a step ^^'
Salut! Very nice tutorial :)
One question, once this is working, do you know if instead of having 2 points spawning particles ay locations in the world, is possible to attach each BP inside an animation of a character? for example the hands of a character opening his arms? (and the electricity jumping between both hands) or in this case would be a different approach? Maybe is a bit complex to explain but maybe someone has some tips. Thank youuuu :)
Hi! Thanks :)
You can do whatever you want! Use Sockets (for example) to attach the Niagara component and update the "BeamEnd" parameter (with a new position (a socket for example))
Then you can use the "Notify" tool in the animation to activate or deactivate the effect.
This way you can create an electric arc between the 2 hands of a character.
This is just an example :)
@@rimaye Thank you very much! these key words will be usefull to continue researching hehe thanks!
sadly this doesnt work to me , if i attach to a player, when the player moves, the particles doesnt look that they are attach to the player because of the world space
very easy to follow!
Thank you ! :D
Super-helpful, thx!
You are great!Thank you
Thank you very much, glad you like it :)
the canadian french immersion school system clearly failed me lol. great tutorial though
Thankfully youtube added automatic subtitles haha. Thanks! :D
Salut, moi j'ai un problème avec la partie "communication with bp" comme toi avant mais le problème est que même si je marque "User.BeamEnd" dans le "Set Vector Parameter" à "Parameter Name" ça ne marche pas.
Sinon tes tutos son très bien fait.
Salut, et merci ! As-tu bien nommé le paramètre User "BeamEnd" ? Le set vector parameter ne fonctionne que si c'est exactement le même nom que le paramètre User ("User." en moins) et s'il est bien relié à la référence du System Niagara. Et dans le système il faut ensuite utiliser ce paramètre dans un module. Tu peux commencer par modifier la valeur du paramètre User BeamEnd dans ton system (cadre bleu). Si sa position varie alors le problème vient du blueprint (syntaxe ou référence). Si la position ne varie pas alors tu as sans doute oublié d'utiliser le user parameter à un endroit dans les modules. J'espère que tu trouveras comme ça !
@@rimaye Re, oui donc le problème venait du module mais je ne comprend pas pourquoi cela ne marchait pas même si c'était exactement la même chose que dans la vidéo. Bref j'ai juste supprimé la variable "User BeamEnd" et je l'ai recrée et miraculeusement ça à refonctionné 😂. Merci pour ta réponse rapide et complète, bonne continuation.
Haha Unreal a été un peu capricieux ! Le principal, c'est que ça fonctionne maintenant 😁. Merci !
honestly, you speaking french is so much better. most people who speak english and give tutorials talk bullshit for half the video.
Haha thanks! I hope I don't say too much bullshit in French ^^'
Heya! Is there any chance you'd be able to provide the electric arcs texture please, just so i can follow along? :)
Hi,
What texture are you talking about? I don't use any texture in this tutorial.
It is a very simple material applied on a ribbon.
Or did I misunderstand your question?
@@rimaye My mistake. It's your Electric Arcs material. Did you make this in a previous tutorial? If so, which one?
I create the material at 0:28 😉.
@@rimaye so you do! sorry xD
No problem, I make it quickly haha
bien fait 👌
Merci !
Спасибо!
not working
ery noice