Tutorial: Scratchpad (Niagara) - Unreal Engine 4 + Unreal Engine 5

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  • Опубликовано: 9 ноя 2024

Комментарии • 27

  • @scyq
    @scyq 3 года назад +3

    Thank you for your tutorial. It's really useful for new to niagara like me. And your voice is extremely attractive.

  • @eyetoof
    @eyetoof 2 года назад +1

    Thank you this was very very helpful!

  • @arne1881
    @arne1881 2 года назад +1

    Nice, takk! Endelig noen som bare går rett gjennom og forklarer hvordan ting fungerer. Kort og konsist. Har akkurat begynt å lære meg Niagara, og nettopp kommet gjennom den bratteste delen av læringskurven.. Etter din forklaring i denne videoen, så forstår jeg endelig hvordan disse forskjellige parameterne fungerer! :D

    • @LeafBranchGames
      @LeafBranchGames  2 года назад

      I am very glad to hear that it helped bring you understanding. Thank you for the positive feedback. :)

  • @CYPHERNATURE
    @CYPHERNATURE 6 месяцев назад +1

    How do you get the window scratch pad?

  • @aymigamin1933
    @aymigamin1933 9 месяцев назад

    Good stuff! Though the effect you did could just be accomplished by having the gravity module itself scaled over time using a graph, right?

    • @LeafBranchGames
      @LeafBranchGames  9 месяцев назад +1

      There are many ways to achieve the same or similar effect, yes.

    • @aymigamin1933
      @aymigamin1933 9 месяцев назад

      ​@@LeafBranchGames Not a take at the tutorial obvs. Would love some insight in future videos into what you might be able to do in terms of more complex effects with NMS/Scratchpad that you couldn't easily accomplish with graphs, if anything?

    • @LeafBranchGames
      @LeafBranchGames  9 месяцев назад +1

      @@aymigamin1933 I have plans to delve deeper into Niagara effects in the future, so hopefully I can cover such topics.

    • @aymigamin1933
      @aymigamin1933 9 месяцев назад

      @@LeafBranchGames I look forward to seeing it =)

  • @ouaisetalors
    @ouaisetalors 3 года назад +1

    That was great thanks

  • @Pikarin_chu
    @Pikarin_chu 3 года назад +3

    Thanks you so much, it's cool
    Just, I used Unreal 4 and it's doesn't work to find the NM after creating an asset...the niagara system found only the scratchpad. Maybe the last part is specific to UE5

    • @LeafBranchGames
      @LeafBranchGames  3 года назад +3

      Hello Karine. There is a property, a drop down, in your Niagara module called "Library Visibility", change that one to "Exposed", compile, apply, save etc and you should not see your module in the category you created it for.

    • @Pikarin_chu
      @Pikarin_chu 3 года назад +1

      @@LeafBranchGames thank you!!

    • @LeafBranchGames
      @LeafBranchGames  3 года назад +1

      @@Pikarin_chu You are welcome.

  • @krukhlis
    @krukhlis 3 года назад +1

    So basically the ScratchPad is the way to define( or customize) the logic of your specific Niagara system in BluePrint way, right? The only thing that confuses me in such case is -- what is the difference between ScratchPad and Niagara module script(NMS) then? You can achieve similar result with NMS. What are the benefits of SP over NMS?

    • @LeafBranchGames
      @LeafBranchGames  3 года назад +1

      I talk about all of this in the video in greater detail. The scratchpad is more of a prototyping tool you can use that only will live inside of the system you create it. Then if you feel like the script is good enough and modular in use enough you can create a module script that can be used in other systems. If on the other hand you have something you only want to have use of in one system, you can store it as a scratchpad rather than a module.

  • @chalobeats8971
    @chalobeats8971 Год назад +1

    How can you pass data from one emitter to another using scratchpad?

  • @artakavetisyan392
    @artakavetisyan392 Год назад

    Hi, can you make 3d inventory tutorial?

  • @trardac
    @trardac 3 года назад +2

    👍👍👍👍👍👍

  • @So_Stylized
    @So_Stylized 6 месяцев назад

    I can't renamed my particle attributes. They're just stuck as "Vector" no matter how many times I rename them.