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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

What are Events and Event Handlers?

As we write complex particle systems, for them to work, we will need to have multiple emitters in a system interact with each other. For example, when creating a firework effect, when the particles that streak into the sky from the ground die, they should spawn a secondary sparkling effect. With raindrops, when each water particle hits the ground, it should spawn a splashing particle effect. Events and Event Handlers enable us to achieve these kinds of effects. Particles generate specific Events that occur in the lifetime of the particle. Event Handlers listen for those Events and respond to them. The response may be in the form of property or behavior changes or the spawning of particles. For example, in the case of raindrop effects, the water particle, on hitting the ground, generates a Collision event. This triggers the Event Handler to spawn secondary particles, which create a splashing effect.

Events work only with CPU simulations. We also...

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