Generated with sparks and insights from 10 sources

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Introduction

  • Niagara in Unreal Engine 5 (UE5) is a powerful tool for creating visual effects (VFX).

  • Implementing loops in Niagara using Blueprints can be challenging due to the lack of direct loop nodes.

  • For loops can be achieved using custom HLSL code or by leveraging Niagara's array support.

  • Common issues include particles reacting only to the last vector in an array and flickering in infinite loops.

  • Solutions involve configuring emitter and particle state settings, such as disabling 'kill particles when life has elapsed' and using interpolated spawning.

Introduction to Niagara in UE5 [1]

  • Niagara is the primary VFX system in Unreal Engine 5, replacing the older Cascade system.

  • It offers advanced particle simulation and rendering capabilities.

  • Niagara supports GPU and CPU simulations, providing flexibility for different performance needs.

  • The system is highly modular, allowing for complex effects through a combination of nodes and modules.

  • Niagara's interface includes a node-based editor, making it accessible for artists and technical users alike.

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Challenges with Loops in Niagara [2]

  • Niagara does not have a direct node for implementing for loops, making it challenging to iterate over arrays.

  • Users often face issues where particles only react to the last vector in an array.

  • Flickering can occur in infinite loops due to particles disappearing and reappearing between loops.

  • Workarounds include using custom HLSL code or configuring emitter settings to handle loops better.

  • Understanding the limitations and quirks of Niagara is crucial for effective loop implementation.

Using Custom HLSL Code [2]

  • Custom HLSL code can be used to implement loops in Niagara, though it requires a good understanding of shader programming.

  • HLSL allows for more control over particle behavior and can be used to iterate over arrays.

  • Common issues include the code only computing the last index of the array.

  • Debugging HLSL code can be complex and time-consuming.

  • It's important to test the HLSL code thoroughly to ensure it behaves as expected in different scenarios.

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Configuring Emitter and Particle States [3]

  • Configuring emitter and particle states is crucial for achieving desired loop behaviors in Niagara.

  • Disabling 'kill particles when life has elapsed' can prevent particles from disappearing between loops.

  • Using interpolated spawning can help maintain a constant particle presence.

  • Setting the loop behavior to infinite can ensure continuous particle emission.

  • Adjusting particle lifetime and loop duration settings can minimize flickering and other visual issues.

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Practical Examples and Solutions [2]

  • Example: Implementing a for loop to affect particles based on multiple vectors (e.g., player and enemies).

  • Solution: Use arrays to pass multiple vectors and configure emitter settings to handle each vector.

  • Example: Creating a looping beam with infinite lifetime without flickering.

  • Solution: Adjust emitter state settings, disable particle kill, and use interpolated spawning.

  • Example: Using HLSL to iterate over an array of vectors for complex particle behaviors.

  • Solution: Write custom HLSL code and thoroughly test to ensure correct behavior.

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Related Videos

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<div class="-md-ext-youtube-widget"> { "title": "Set your Niagara VFX Looping / Single Play Behavior UE5.1 ...", "link": "https://www.youtube.com/watch?v=hPwliQ6t8VI", "channel": { "name": ""}, "published_date": "Apr 9, 2023", "length": "" }</div>

<div class="-md-ext-youtube-widget"> { "title": "Blueprints 102 - For Loops", "link": "https://www.youtube.com/watch?v=Vv1cPX5RuCk", "channel": { "name": ""}, "published_date": "Sep 29, 2020", "length": "" }</div>

<div class="-md-ext-youtube-widget"> { "title": "Finding the Highest Particle using For Loops in Niagara", "link": "https://www.youtube.com/watch?v=9CefjYXXLSs", "channel": { "name": ""}, "published_date": "Feb 16, 2024", "length": "" }</div>