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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

Debug Drawing

For some modules, it is difficult to visualize the properties that the module applies to the particle behavior. It may also not be very clear, from observing the resultant particle behavior, as to what is the contribution of a particular module to that behavior.

In these cases, having the capability of representing such properties in a way that is easy to debug is very helpful. For example, the direction of movement of a particle, the direction in which the force is being applied, and so on can be drawn on top of the particle system render as debug lines to make it clear to the user what exactly is happening in the system. The Debug Drawing feature is available on a few select modules.

We’ll take a look at a few examples.

For our first example, let us create an emitter called NE_DebugDemo using the fountain template.

Figure 10.23: Creating the NE_DebugDemo emitter using the fountain template

We will add a Collision module to this...

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