Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in May 2023
Publisher Packt
ISBN-13 9781801072410
Length 312 pages
Edition 1st Edition
Languages
Tools
Concepts
Arrow right icon
Author (1):
Arrow left icon
Hrishikesh Andurlekar Hrishikesh Andurlekar
Author Profile Icon Hrishikesh Andurlekar
Hrishikesh Andurlekar
Arrow right icon
View More author details
Toc

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

Exploring Local Modules

In the previous chapter, we learned how to create custom modules to achieve behaviors that cannot be achieved using existing Niagara modules. Custom modules can be reused in other particle systems if we need to. But there are many occasions where we want a one-off custom module and we do not intend to reuse it in other particle systems.

For such situations, we should create a local module. Local Modules are embedded in the particle system and cannot be reused in other particle systems. Local Modules are also useful for testing out and prototyping new modules.

Local Modules can be edited in their own editor, which is similar to the Niagara Module Editor.

In Unreal Engine 5.1, a new panel has been introduced to replace the Scratch Pad panel from Unreal 5.0 and below. The new panel is called the Local Modules panel. The functionality remains the same as the earlier Scratch Pad panel with the exception that the module editor is now separate from the rest...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image