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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

Editing a Niagara Module to create custom effects

Now that we are familiar with the Niagara Module Script Editor, let us start working on the Presence Detector module we have created.

Before we start working on the actual code, let us first understand how the module works by looking at a simple example.

Understanding how the module works

This is an example where the module affects the size of a sprite based on the input values given by the user in the module’s Selection panel.

In the Node Graph panel, a template graph node will have been created with the InputMap, Map Get, Map Set and Output Module nodes added. We will keep the template graph node and start with our Module script by clicking on the + sign on the Map Get node. We want the user to be able to specify the size of the particle. We will use uniform scaling for the particle size. This means we can use a float input instead of a vector. The new float input value pin will be in Input Namespace, as indicated...

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