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Build Stunning Real-time VFX with Unreal Engine 5

You're reading from   Build Stunning Real-time VFX with Unreal Engine 5 Start your journey into Unreal particle systems to create realistic visual effects using Niagara

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Product type Paperback
Published in May 2023
Publisher Packt
ISBN-13 9781801072410
Length 312 pages
Edition 1st Edition
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Author (1):
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Hrishikesh Andurlekar Hrishikesh Andurlekar
Author Profile Icon Hrishikesh Andurlekar
Hrishikesh Andurlekar
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Table of Contents (16) Chapters Close

Preface 1. Part 1: Introduction to Niagara and Particle Systems in Unreal Engine 5
2. Chapter 1: Getting Started with Unreal Engine Particle System Frameworks FREE CHAPTER 3. Chapter 2: Understanding Particle System Concepts 4. Chapter 3: Exploring Niagara Concepts and Architecture 5. Chapter 4: Building Our First Niagara System 6. Chapter 5: Diving into Emitter-System Overrides 7. Part 2: Dive Deeper into Niagara for VFX
8. Chapter 6: Exploring Dynamic Inputs 9. Chapter 7: Creating Custom Niagara Modules 10. Chapter 8: Local Modules and Versioning 11. Chapter 9: Events and Event Handlers 12. Chapter 10: Debugging Workflow in Niagara 13. Chapter 11: Controlling Niagara Particles Using Blueprints 14. Index 15. Other Books You May Enjoy

The Niagara architecture

As we saw in Chapter 1, the Cascade particle system started to show its age as the demands of the different industries using Unreal began to grow. Niagara was created to meet these demands while at the same time being powerful and easy to use.

Niagara manages to do this by incorporating the following features in its design architecture:

  • All data is exposed to the user. Niagara can use data from any part of Unreal Engine as well as from other applications. This lets the user create interesting relationships between the particle system and other aspects of the game.
  • Exposing all data can be overwhelming for the user. To make it easy for the user to work with the data, this data is classified hierarchically. This is done by using namespaces.

Figure 3.1: Parameters under the PARTICLES namespace

For example, in Figure 3.1, the PARTICLES namespace carries all the particle attributes, while in Figure 3.2, the EMITTER...

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