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Mastering Unreal Engine 4.X

You're reading from   Mastering Unreal Engine 4.X Master the art of building AAA games with Unreal Engine

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Product type Paperback
Published in Jun 2016
Publisher Packt
ISBN-13 9781785883569
Length 384 pages
Edition 1st Edition
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Author (1):
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Muhammad A.Moniem Muhammad A.Moniem
Author Profile Icon Muhammad A.Moniem
Muhammad A.Moniem
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Table of Contents (16) Chapters Close

Preface 1. Preparing for a Big Project FREE CHAPTER 2. Setting Up Your Warrior 3. Designing Your Playground 4. The Road to Thinkable AI 5. Adding Collectables 6. The Magic of Particles 7. Enhancing the Visual Quality 8. Cinematics and In-Game Cutscenes 9. Implementing the Game UI 10. Save the Game Progress 11. Controlling Gameplay via Data Tables 12. Ear Candy 13. Profiling the Game Performance 14. Packaging the Game Index

The emitters panel


You have to know the difference between the particle system and the particle emitter. The particle system is the actual asset itself, which means it is an asset you can create in your content browser, and it is the final look of what you are building inside Cascade and the one used inside the game. The emitter is the unit used to create a system, which means the particle system could be made out of one particle emitter, five emitters, or even an unlimited amount of emitters!

As a particle system is made up of one or more particle emitters, this is the place where you can add, select, edit, and arrange your emitters. Think about it as a graph area like the one with the Material Editor, or even like the Blueprint graph. This is where you put the actual content!

As it is just an area for all the emitters, you can call it The emitter list, as lots of people do:

It contains a horizontal arrangement of all the emitters within the current particle system and, regardless of the amount...

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