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...