Thank you for the tutorial style, I love it. An issue I ran into I didn't see covered was when your child emitter state loop behavior isn't on infinite. I was only getting the first few collision event reactions before nothing came. Also, I think I changed loop duration because the particles spawned from collision would end too soon. I am using 4.26
Nice video! I have already Subscribed.But I have a question :The particles generated at the collision point in the video are stationary. Can the particles at the collision site inherit the velocity (including the direction of velocity) of the first emitter particle when it collided with the ground?I would be extremely grateful if a video could be released to provide an answer.
Great Content. Love it! Keep going. You're a great teacher. I seem to have an issue at 4:08 in the video. My particle is not " bright" like yours in the preview. I'm using UE 5.1. Anyone knows why this is? Thanks guys.
Probably late but yes you can! Use Export Particle Data to Blueprint with Condition to Export data being CollisionValid. Make a user variable "Object" and name it something like BPCallback or something. Go to the actor in question you wanna make this work with and implement the Niagara Particle Callback Handler in the class settings > interface. Place down that interface event and you got it! You can extend functionality by tracing the on hit if needed with exclusive trace collision channels, etc. :)
thank you for this! I was trying to figure out a way to (in blueprint) check which actor was hit by a niagara emitter.. do you have a video that talks about this? i want to create a flamethrower and check which objects to damage based in niagara particle collision
I'm stumped. I'm using UE5.2 and can't find anything relating to event handler properties. What's been changed? I love the tutorial style by the way. Subscribed.
when do I need GPU particles over CPU? for cascade it's pretty obvious but niagara is much better at handling CPU particles that GPU doesn't seem needed.
Depends on the hardware and there's certain things you can do on one you can't do on the other. It could also depend on which way you need to optimize your game.
There are a few reason. 1. Some effects can only be done with GPU such as reading from textures, vector fields, also if you need to collide many particles CPU will be too expensive. 2 performance. At least for Cascade GPU particles was about 20x faster. This is a huge deal for any high end game since performance will be very limited. I have worked on games were the CPU is needed for other things so you are almost not allowed to use CPU at all, but only the GPU. For PS5 and Xbox Serie X it is less of a problem since the CPUs are much faster than PS4/Xbox S, but GPU will still be much faster. All in all I only use CPU particles if I absolutely have to. Some of the features in Niagara that are only on CPU should also be ported to GPU (not all can though), hopefully that will happen but if you have a strong programmer team at your game they may even do it for you.
Thanks so much! This works great when I use sprite on the collision event. Is there a way to get the decal component renderer to show when the particle collides? I cant get it to spawn for the life of me :) (Using UE5)
Can the same particle that generated the collision event also receive that same event handler? Like having a particle change it's color every time it bounces
Finally, someone who knows what they are doing! Thank you, quick and great tutorial!
Again, straight to the point and super useful. Thanks!
Thank you for the tutorial style, I love it. An issue I ran into I didn't see covered was when your child emitter state loop behavior isn't on infinite. I was only getting the first few collision event reactions before nothing came. Also, I think I changed loop duration because the particles spawned from collision would end too soon. I am using 4.26
Thanks for letting us know! I'll have to revisit that.
Thx dude! Well explained! Keep up the good work!
Nice video! I have already Subscribed.But I have a question :The particles generated at the collision point in the video are stationary. Can the particles at the collision site inherit the velocity (including the direction of velocity) of the first emitter particle when it collided with the ground?I would be extremely grateful if a video could be released to provide an answer.
Great Content. Love it!
Keep going. You're a great teacher.
I seem to have an issue at 4:08 in the video. My particle is not " bright" like yours in the preview.
I'm using UE 5.1.
Anyone knows why this is?
Thanks guys.
Thank you very much for this video!
Awesome. Can you dispatch events in blueprints from these collisions?
Probably late but yes you can! Use Export Particle Data to Blueprint with Condition to Export data being CollisionValid. Make a user variable "Object" and name it something like BPCallback or something. Go to the actor in question you wanna make this work with and implement the Niagara Particle Callback Handler in the class settings > interface. Place down that interface event and you got it! You can extend functionality by tracing the on hit if needed with exclusive trace collision channels, etc. :)
@@Deadlyman66 just could not get this working, any tips?
thank you for this! I was trying to figure out a way to (in blueprint) check which actor was hit by a niagara emitter.. do you have a video that talks about this? i want to create a flamethrower and check which objects to damage based in niagara particle collision
Niagra Export Particle data
Nice video! Is it possible to create a fluid water simulation with this?
Thank you! For fluid simulations that would be stage simulations. A bit of a complex topic.
I'm stumped. I'm using UE5.2 and can't find anything relating to event handler properties. What's been changed?
I love the tutorial style by the way. Subscribed.
Go to the +Stage icon on the properties of the emitter and you will see the option to add event handler
Thank you for this@@christopherpalazzolo9547
when do I need GPU particles over CPU? for cascade it's pretty obvious but niagara is much better at handling CPU particles that GPU doesn't seem needed.
Depends on the hardware and there's certain things you can do on one you can't do on the other. It could also depend on which way you need to optimize your game.
There are a few reason. 1. Some effects can only be done with GPU such as reading from textures, vector fields, also if you need to collide many particles CPU will be too expensive. 2 performance. At least for Cascade GPU particles was about 20x faster. This is a huge deal for any high end game since performance will be very limited. I have worked on games were the CPU is needed for other things so you are almost not allowed to use CPU at all, but only the GPU. For PS5 and Xbox Serie X it is less of a problem since the CPUs are much faster than PS4/Xbox S, but GPU will still be much faster. All in all I only use CPU particles if I absolutely have to. Some of the features in Niagara that are only on CPU should also be ported to GPU (not all can though), hopefully that will happen but if you have a strong programmer team at your game they may even do it for you.
Thanks so much! This works great when I use sprite on the collision event. Is there a way to get the decal component renderer to show when the particle collides? I cant get it to spawn for the life of me :) (Using UE5)
Thank you so much !
I tried this on Hanging Particle template and it didnt work :(
cool stuff!
Can the same particle that generated the collision event also receive that same event handler? Like having a particle change it's color every time it bounces
Absolutely
Very useful!
Tnx a bunch!
楽しい