Awesome tutorial that is actually really good and usable, one tip from me is to put some background music in your videos so when you are not talking there is still a bit of sound to your video and not dead silence
Amazing work, thank you. Would appreciate a bit pause for every setting you set and at least one sentence explanation what is that but regardless was able to follow and make it look cool. Thank you.
That's an issue only if you don't change the Volume Origin. By default it's set to 0, which kills projectiles kill at the spawn point. However, it should be assigned to the target position you expose as a user parameter, so that the particles destroy upon reaching the target. Even though you can remove the volume as the particles are going to die around the target regardless, it might save some performance, but it requires profiling to say whether that's true or not. Either way the particles are going to die nearby the target.
for this, check out the video for exporting particle data to a blueprint. The idea is to export the location data from each particle to the character bp (or another to manage this) and when it is within a certain distance, you can run your function to affect stats. Hope this helps! good luck with your project!
Hello there! That is an amazing video showing and explaining how some staple mechanics in modern games are made in a good and optimized way. One thing i cannot deal with is after moving to 5.3 and beyond, translucent and additive materials no longer affect the light and i cannot achieve the same light glow you have. I have tried using masked and it kinda worked but its still not as good. Any thoughts on this?
Great work, but i did tutorial in 5.3 and generated (Particle Equilibrium Position)user setting, niagara particles are going to world (0,0,0) position. Not ahead to 'Target'. How can i solve this problem? Really need you help
I would say first step to ensure you are setting the target in the blueprint. If you don't find the solution, please feel free to contact me through my discord and we you can share screenshots of your setup and I can try to help. 😊
@@Timtowtdi-oop I asked specifically because it's not possible to do it the way you described (which is the first thing that comes to mind), since the logic of the movement is controlled by the system. I needed a way to retrive the particle location from the particle system and then do a trace, so it wasnt that simple
look into generating death events and/or collision events. Export the data to a blueprint, implement the interface in the controlling bp, and then you have access to various information. There are a few tricks you can do for better control, but unfortunately this is not straight forward in UE yet. I will be doing a tutorial on this soon (currently in the works). Apologies for the late response, hope this helps, and good luck!
Hello! Is there a way to make it so the targeted actor generated an event when it gets hit by the niagara effect? What would be the best way to trigger an event each time the particle hit the actor? Thanks
Hey! this will be the next tutorial that I publish (currently working on this), but there are a couple ways that this can be accomplished. One way is to generate an event on collision and export that data to a blueprint. You'll need to implement the niagara receive particle interface inside the blueprint. I suggest looking up other tutorials, as this can be tricky the first time. My next tutorial will go through this though! Hoping to get it published this weekend (fingers crossed). The way that I am going to do this will include when the missile collides with anything though, not just the target, and will play an explosion niagara system on impact. Good luck! Hope any of this helps.
@@BreezeGameStudios Thank you! I managed to accomplish that myself using the new generate collision, but no tutorial was on internet (I had to look up for the Content Example of Epic), so It would help a lot of people if you make a tutorial i'm sure! Take care
Thanks for the tutorial, im trying to make a pickup that when the player overlaps with it, these missiles would shoot torwards the player. I have tried adding a mesh named target in the playerBP and setting it to activate when the player overlaps with but it doesnt work. I have a niagara system inside the pickup_BP, and i try to set the niagara variable using the target inside the playerBP by casting to it, but no luck
Subbed to your channel. But I am completely stumped. I followed your tutorial 3 time, but I keep getting stuck on the same spot. When you assign the projectiles to the E key, it simply does not fire. Just shoots a few projectiles on start and that's it. This is after getting rid of the on start nodes in the character BP I am using 5.3 btw
Hey! I would say to ensure that the New Active and Reset are checked. If the missiles are firing on startup, then you likely still have the auto active checked in the niagara system itself. So if you don't want this to happen, you should uncheck that. Hopefully this helps, if not, please feel free to reach out to me on Discord and maybe you can send me screenshots of your blueprints and I can help trouble shoot :). Thanks for the sub!
I will go through the tutorial again from scratch and if I hit the same snag, I will reach out on Discord. Thank you for replying. Your tutorials have been great for helping me in my game. @@BreezeGameStudios
Sorry for the very late reply. When the NS is "fired" the number of missiles that is set is the number that will spawn. One trick that should be a good workaround may be to set this to only fire 1 missile at a time, but have this repeatedly spawn the niagara system (probably in a BP Actor Class would be best) while a trigger or button is being pressed. It may not be the exact work around needed, but could do the trick. Hope this helps! :)
Hi at 13:56 when you added the springforce and changed it to get the parameters in the bottem left i cant find or see a way to display them as values are you using a pluging for it thankyou
No plug-ins necessary. I would say to check that it's on the "User Parameters" tab and possibly could need to expand the window a bit? Let me know if that doesn't help. 😊
I followed this tutorial and after dragging off the array it made the wrong target node, switched my root component and now my character doesnt spawn even if i change the root component node.
Hmm. this is interested. I'm curious if you were able to figure this out. I'm not sure what could have caused the character to not spawn. Hopefully you were able to resolve this.
I’ve tried with "deactivate" but when I press play the particles are visible without me pressing the key, I had to create a scene in blueprint components instead of niagara particles, could that be causing me problems?
@@skioppinovero If I understand correctly, it sounds like right when you hit play, the niagara system fires? If that's the case, you may need to select your niagara system in the components tab, look over at your details panel for the "Activation" section and unmark "Auto Activate". Let me know if this wasn't the problem and I can think of something else :)
Hmm. I think I may need more information. Does there happen to be an instance of this niagara system accidentally placed in your level and maybe is firing on level start up? If not, I may need to see screen shots of your setup, or at least know more about how you have configured everything.
@@BreezeGameStudios it's a bit complex, basically since i need the missiles to come out of the character's hand i had to create a scene in "components" as well as the niagara particle system. I had already created the missiles in the past and if I copy the user name from "user parameter" I notice that it comes out of the hand only if I paste the name next to "in variable name" of "set niagara variable (vector3)”, the problem is that I don’t have another user to put for "parameter name" of "set float parameter", and if I copy the name of the same user it doesn't change anything. Furthermore, when I press play it shoots towards the origin of the world, when I press the key it normalizes everything and the particles shoot towards the target, but I notice that some particles that were shot at the beginning remain alive orbiting around the origin of the world. I hope I was clear and didn't waste your time! (also gives the error: “Bluelrint Runtime Error: “Acessed None trying to read property Scene”. Node: Activate (and Deactivate) Graph: EventGraph Function: Execute Ubergraph BP Third Person Character Blueprint: BP_ThirdPersonCharacter)
I'm currently not selling these on any marketplace. I would say that it's a pretty quick tutorial to follow and get the asset free that way! I also have these on my Patreon :) I think you can do a free trial on there and download it. :)
Unfortunately, this may not be a super efficient effect. Especially if you render a ton of missiles at the same time. Hopefully you were able to find use of it or find ways to make it more efficient. Thanks for watching! :)
Great tutorial! I followed it and got almost identical results.
Awesome! Glad it worked out! I will be doing another tutorial on homing missiles with impact explosions soon. :D
@@BreezeGameStudios this will be great, thank you!
Awesome tutorial that is actually really good and usable, one tip from me is to put some background music in your videos so when you are not talking there is still a bit of sound to your video and not dead silence
This is a good idea! Thanks 😁
Subscribed! Very helpful tutorial, thanks :D
Amazing work, thank you. Would appreciate a bit pause for every setting you set and at least one sentence explanation what is that but regardless was able to follow and make it look cool. Thank you.
That's sick!!!
for anyone who had problem with spawning turn off kill particles in volume
for anyone not seeing their particles try turning down your kill particle value to like 5
That's an issue only if you don't change the Volume Origin. By default it's set to 0, which kills projectiles kill at the spawn point. However, it should be assigned to the target position you expose as a user parameter, so that the particles destroy upon reaching the target. Even though you can remove the volume as the particles are going to die around the target regardless, it might save some performance, but it requires profiling to say whether that's true or not. Either way the particles are going to die nearby the target.
Subbed, youre the man
Very well done. Thank you.
Useful. Subscribed!
bro this is EPIC! TY
Thanks for watching! 😁
nice tutorial man very cool effect !! i have a question, how can i make the projectiles apply damage when thay overlap a character ?
for this, check out the video for exporting particle data to a blueprint. The idea is to export the location data from each particle to the character bp (or another to manage this) and when it is within a certain distance, you can run your function to affect stats. Hope this helps! good luck with your project!
I'm at the part before creating the trail, when I press play, only sometimes there's particles, its quite random and inconsistent, how do i fix this?
The smoke trail keeps looking like cubes/cubes (my smoke is a lot darker than yours). Any advice?
Hmm, does it look like the world grid tiles?
Hello there! That is an amazing video showing and explaining how some staple mechanics in modern games are made in a good and optimized way. One thing i cannot deal with is after moving to 5.3 and beyond, translucent and additive materials no longer affect the light and i cannot achieve the same light glow you have. I have tried using masked and it kinda worked but its still not as good. Any thoughts on this?
Cool. Well explained
Thanks! 😁
How can I change the speed? For me it is way too fast pls reply
changing parameters like the force and spring tightness on the attraction can change this. 😊
@@BreezeGameStudios Thank you!
Great work, but i did tutorial in 5.3 and generated (Particle Equilibrium Position)user setting, niagara particles are going to world (0,0,0) position.
Not ahead to 'Target'. How can i solve this problem?
Really need you help
I would say first step to ensure you are setting the target in the blueprint. If you don't find the solution, please feel free to contact me through my discord and we you can share screenshots of your setup and I can try to help. 😊
kill particles in volume set the Volume Origin as a user parameter and try again, ive had the same issue and this solved my problem
the missiletarget in the niagara system doesnt move from the world origin
check and uncheck local space in projectile properties
@@gut3k1946 That helped me aswell, thanks!
Great tutorial, If I wanted to use this as an actual proyect, how can I know when a particle reaches the target?
While this is something you could and should have Googled. You would add the emitter to an Actor, add a sphere collider and check for an overlap.
@@Timtowtdi-oop I asked specifically because it's not possible to do it the way you described (which is the first thing that comes to mind), since the logic of the movement is controlled by the system. I needed a way to retrive the particle location from the particle system and then do a trace, so it wasnt that simple
look into generating death events and/or collision events. Export the data to a blueprint, implement the interface in the controlling bp, and then you have access to various information. There are a few tricks you can do for better control, but unfortunately this is not straight forward in UE yet. I will be doing a tutorial on this soon (currently in the works). Apologies for the late response, hope this helps, and good luck!
Hello! Is there a way to make it so the targeted actor generated an event when it gets hit by the niagara effect? What would be the best way to trigger an event each time the particle hit the actor? Thanks
Hey! this will be the next tutorial that I publish (currently working on this), but there are a couple ways that this can be accomplished. One way is to generate an event on collision and export that data to a blueprint. You'll need to implement the niagara receive particle interface inside the blueprint. I suggest looking up other tutorials, as this can be tricky the first time. My next tutorial will go through this though! Hoping to get it published this weekend (fingers crossed). The way that I am going to do this will include when the missile collides with anything though, not just the target, and will play an explosion niagara system on impact. Good luck! Hope any of this helps.
@@BreezeGameStudios Thank you! I managed to accomplish that myself using the new generate collision, but no tutorial was on internet (I had to look up for the Content Example of Epic), so It would help a lot of people if you make a tutorial i'm sure! Take care
Thanks for the tutorial, im trying to make a pickup that when the player overlaps with it, these missiles would shoot torwards the player.
I have tried adding a mesh named target in the playerBP and setting it to activate when the player overlaps with but it doesnt work.
I have a niagara system inside the pickup_BP, and i try to set the niagara variable using the target inside the playerBP by casting to it, but no luck
Look around minute 41 of the video, When I press the e button, missiles continue to fire indefinitely. I don't think you are... Help me...
same, did you find a fix?
@@baumaffe7649 i dont think bro did
when i press e my missiles dont dissapear just keep coming
Subbed to your channel. But I am completely stumped. I followed your tutorial 3 time, but I keep getting stuck on the same spot. When you assign the projectiles to the E key, it simply does not fire. Just shoots a few projectiles on start and that's it. This is after getting rid of the on start nodes in the character BP
I am using 5.3 btw
Hey! I would say to ensure that the New Active and Reset are checked. If the missiles are firing on startup, then you likely still have the auto active checked in the niagara system itself. So if you don't want this to happen, you should uncheck that. Hopefully this helps, if not, please feel free to reach out to me on Discord and maybe you can send me screenshots of your blueprints and I can help trouble shoot :). Thanks for the sub!
I will go through the tutorial again from scratch and if I hit the same snag, I will reach out on Discord. Thank you for replying. Your tutorials have been great for helping me in my game. @@BreezeGameStudios
@bumblestudio Yes I got the solution a while ago. I even have it set to shoot one projectile per button press.
Please say how to stop missles when i released button?
Sorry for the very late reply. When the NS is "fired" the number of missiles that is set is the number that will spawn. One trick that should be a good workaround may be to set this to only fire 1 missile at a time, but have this repeatedly spawn the niagara system (probably in a BP Actor Class would be best) while a trigger or button is being pressed. It may not be the exact work around needed, but could do the trick. Hope this helps! :)
how stop this? i am beginer in this sphere
Hi at 13:56 when you added the springforce and changed it to get the parameters in the bottem left i cant find or see a way to display them as values are you using a pluging for it thankyou
No plug-ins necessary. I would say to check that it's on the "User Parameters" tab and possibly could need to expand the window a bit? Let me know if that doesn't help. 😊
I followed this tutorial and after dragging off the array it made the wrong target node, switched my root component and now my character doesnt spawn even if i change the root component node.
Hmm. this is interested. I'm curious if you were able to figure this out. I'm not sure what could have caused the character to not spawn. Hopefully you were able to resolve this.
great work, but how do I get it to do damage ?
ruclips.net/video/aA_8NLzbUTA/видео.html in newer versions of unreal when setting the user data (from bp) omit the user: in the string
For my project I have to give an output when I release the key, what should I do?
I’ve tried with "deactivate" but when I press play the particles are visible without me pressing the key, I had to create a scene in blueprint components instead of niagara particles, could that be causing me problems?
@@skioppinovero If I understand correctly, it sounds like right when you hit play, the niagara system fires? If that's the case, you may need to select your niagara system in the components tab, look over at your details panel for the "Activation" section and unmark "Auto Activate". Let me know if this wasn't the problem and I can think of something else :)
@@BreezeGameStudios Yes it is correct, I’ve already checked the auto activation but it was already off
Hmm. I think I may need more information. Does there happen to be an instance of this niagara system accidentally placed in your level and maybe is firing on level start up? If not, I may need to see screen shots of your setup, or at least know more about how you have configured everything.
@@BreezeGameStudios it's a bit complex, basically since i need the missiles to come out of the character's hand i had to create a scene in "components" as well as the niagara particle system. I had already created the missiles in the past and if I copy the user name from "user parameter" I notice that it comes out of the hand only if I paste the name next to "in variable name" of "set niagara variable (vector3)”, the problem is that I don’t have another user to put for "parameter name" of "set float parameter", and if I copy the name of the same user it doesn't change anything. Furthermore, when I press play it shoots towards the origin of the world, when I press the key it normalizes everything and the particles shoot towards the target, but I notice that some particles that were shot at the beginning remain alive orbiting around the origin of the world. I hope I was clear and didn't waste your time!
(also gives the error: “Bluelrint Runtime Error: “Acessed None trying to read property Scene”. Node: Activate (and Deactivate) Graph: EventGraph Function: Execute Ubergraph BP Third Person Character Blueprint: BP_ThirdPersonCharacter)
Is it possible to buy this asset from you?
I'm currently not selling these on any marketplace. I would say that it's a pretty quick tutorial to follow and get the asset free that way! I also have these on my Patreon :) I think you can do a free trial on there and download it. :)
A lot of overdraw in this effect :/
Unfortunately, this may not be a super efficient effect. Especially if you render a ton of missiles at the same time. Hopefully you were able to find use of it or find ways to make it more efficient. Thanks for watching! :)
niiiiice how to make it damage enemy health bar
use are using what unreal? unreal 5? unreal 4.27?
This was made in 5.2. 😊