UE4 Niagara Tutorial - Bullet Tracer Effect - Intro to Niagara UE4/Unreal Engine 4

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  • Опубліковано 20 чер 2020
  • This Video:
    In this video, we create a ribbon particle effect with a dynamic endpoint. This could be used for things like bullets and projectile tracers or laser beams.
    Niagara Particles:
    This playlist is dedicated to the Niagara particle system acting as an introduction to some of the basic concepts of creating emitters and systems.
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КОМЕНТАРІ • 70

  • @DevEnabled
    @DevEnabled  4 роки тому +2

    In this video, we create a ribbon particle effect with a dynamic end point. This could be used for things like bullets and projectile tracers or laser beams.

  • @sheikhsadab
    @sheikhsadab 8 місяців тому +11

    For UE 5.2 users: Seems like in UE5.2, you will have to create (and bind) the user exposed variables from the Niagara System instead of the Emitter. Other than that, everything is exactly the same.
    (Faced the same issue, so thought it might help someone else out)
    @DevEnabled , Thanks for these great videos, brother!

    • @becomeplayer1
      @becomeplayer1 2 місяці тому +1

      I had to check the 'Absolute Beam End' Boolean to true too

  • @oo_atlas_oo
    @oo_atlas_oo 4 роки тому +1

    Really nice video! Keep up the good work :D

  • @yaserbahzad2591
    @yaserbahzad2591 4 роки тому +1

    thanks a lot for the tutorial and hope to see more in the future, there are not much videos explaining the same as you do, please keep the good work up and coming

    • @DevEnabled
      @DevEnabled  4 роки тому +1

      Definitely, they seem really popular so I'm excited to cover some more.

  • @ty_teynium
    @ty_teynium 4 роки тому +5

    Please do more Niagara tutorials! Your pacing and breakdown is really nice and easygoing.

  • @glebe5039
    @glebe5039 Рік тому +1

    This is gold for newbies like me

  • @rifz42
    @rifz42 4 роки тому +2

    Thanks! I hope you're going to make a lot more Niagara videos. : ) I didn't even want to make a beam, but I learned useful stuff.

    • @DevEnabled
      @DevEnabled  4 роки тому +2

      Haha, beams aren't the most interesting, but a nice way to show off user values and dynamic points.

  • @naymalord9832
    @naymalord9832 3 роки тому

    Oh thank you very much for this! Good Niagara tutorials are really not a common thing at the youtube for now

  • @richardtoth7240
    @richardtoth7240 4 роки тому

    I love your channel :)

  • @b0ss294
    @b0ss294 3 роки тому

    Thank you sir!

  • @chuanzhou6103
    @chuanzhou6103 3 роки тому +1

    When I shoot continuously with beam, the trajectory is in series. Is it ribbon ID? How to distinguish ribbonid for the same emitter?

  • @AngelsNeverFade
    @AngelsNeverFade 4 роки тому +1

    you should have so many more subscribers :)

    • @DevEnabled
      @DevEnabled  4 роки тому +3

      One day.... :D

    • @rifz42
      @rifz42 4 роки тому +1

      @@DevEnabled Ya you could ask for some of that MegaGrant money, these are awesome!

  • @DigitalGenki
    @DigitalGenki 3 роки тому +5

    When i increased my emissive strength to 30 like you did at around 6:05 , i didn't get a glowing / bloom effect like you did, why am i missing?

    • @SurvivalRino
      @SurvivalRino 2 роки тому +1

      Place a Post Process in your lvl and use the Bloom settings

    • @yunochoi8747
      @yunochoi8747 2 роки тому +2

      Go to Project Settings -> Rendering -> Default Settings -> Turn on Bloom. For me it solved the issue.

    • @hillstudios1
      @hillstudios1 2 роки тому

      Keep engine scaability to high

  • @charlotteribbon5059
    @charlotteribbon5059 3 роки тому +1

    Thank you for this! Just wondering, if I wanted to make it arc in the middle would there be a way of doing that?

    • @DevEnabled
      @DevEnabled  3 роки тому +2

      It's been a while since I've looked at this or Niagara so the interface and exact options are a probably a little off. But in the location/position details, there's probably some way to add a curve or something which would allow an offset partway through travelling to the destination. OR, Niagara systems are much more flexible to control things in blueprints now so you could apply some offsets in from the blueprint class that is spawning the effect. Definitely, a way to do it but not a single precise answer I can think of.

    • @charlotteribbon5059
      @charlotteribbon5059 3 роки тому

      @@DevEnabled Cool thank you very much! I'll have a play around in the location/position settings in both Niagara and the blueprints then :)

  • @diliupg
    @diliupg 11 місяців тому

    When I add the Blue print to the game and move it about using the arrow component, the beam end does not update though I can edit it manually. I am on UE4.27.2/ Why is that? Can you help so many years later?

  • @sanketvaria9734
    @sanketvaria9734 9 місяців тому

    I have a problem. I have a projectile that curves, so a beam wouldn't work so I tried to make the ribbon a trail. now it works but when the first projectile bp actor spawns the particle does not show up but takes time hence it looks as if bullet is fired from a feet away from the gun nozzle, So I tried to increased the spawn rate of particles in niagara and that reduced the gap, but eventually the problem returned. increasing the spawn rate isn't helping anymore.

  • @BRUXXUS
    @BRUXXUS 4 роки тому

    Awesome video! I've always been a sucker for creative use of particle effects.
    Not sure if this is possible/practical with current technology, but I do have a question.
    Is there a way you know of to allow these beams to cast actual dynamic light rather than just be emissive? I'm sure there's a way to sort of "fake" it with enough time and experimentation, but I haven't dug into UE4 in a while. Hoping there may be some new updates in Niagara that may make this possible. Thanks!

    • @DevEnabled
      @DevEnabled  4 роки тому +2

      Thank you. It should definitely be possible. Perhaps not on a per-particle basis but you can add a light component under the Renders section. To my understanding, this is similar to using a point light in the editor. I'm not sure if you could light the entire beam with it, perhaps moving it along the beam over the lifetime or something, but that's something I'd need to test and play around with. As for the emissive values, I've shown they're purely for the particle itself.

    • @BRUXXUS
      @BRUXXUS 4 роки тому

      Dev Enabled Thanks for the reply! I’ve had a game idea running in my imagination for a few years, but the whole concept relies on all lights being dynamic, which has always been either impossible or way too expensive. Holding out hope someday I can make it work. 😁

    • @Mireneye
      @Mireneye 4 роки тому

      @@DevEnabled How about since you now have rectangular lights, you can apply that and it's stretching to a billboard component that only rotates it around it's long axis. the hardest part is stretching the size of the light between two vector points.

  • @TimberWulfIsHere
    @TimberWulfIsHere 3 роки тому

    whenever i use the material instance, it just comes out as white, instead of the selected colour

  • @RobRandomVids
    @RobRandomVids 2 роки тому +1

    How do I add this to a weapon? Got a bit stuck...

  • @garageman2236
    @garageman2236 2 роки тому

    I suspect I set up my material wrong, when I set it to additive, I can see it in unlit but not in lit mode... thanks for the otherwise great tutorial and sharing niagara!

  • @leonmisoulis7953
    @leonmisoulis7953 3 роки тому

    I Seem to only have access to "Static beam" is there any way to enable the dynamic beam option ?

    • @heavybaguette
      @heavybaguette 3 роки тому +1

      me too... have you find a solution ?

  • @kiseli666
    @kiseli666 11 місяців тому +2

    Hi, nice tutorial, but iw hit the wall. I dont have + sign beside User exposed in Niagra System. Using UE 5.2, what to do?

    • @IsaacCode95
      @IsaacCode95 10 місяців тому +1

      did you manage to solve this ?

    • @UnrealThinking
      @UnrealThinking 10 місяців тому

      @@IsaacCode95 use N_Projectiles_System and user parametres

    • @sheikhsadab
      @sheikhsadab 8 місяців тому

      Seems like in UE5.2, you will have to create the user exposed variables from the Niagara System (can not create these in the Emitters).
      Apart from that, everything is exactly the same.

  • @Krecik1218
    @Krecik1218 3 роки тому +1

    I've go problem with this. I set location to my muzzle flash socket in my gun and beam end to HitPoint from LineTrace. It's not working properly, projectiles are spawning in wrong direction. Only when my character is at world origin (0,0) they are spawn in correct way. I tried changing beam to local space but without result.

    • @TheHarsh1310
      @TheHarsh1310 3 роки тому +5

      Hey.. I don't know if you solved your problem or not but I was facing a similar issue where the tracers would spawn in the wrong direction. I fixed it by going to the Niagara System created in the tutorial, selecting the emitter node, selecting 'Beam Emitter Setup' and finally setting 'Absolute Beam End' to true. Try this. Maybe it will work for you.

    • @Krecik1218
      @Krecik1218 3 роки тому +2

      @@TheHarsh1310 Yeah I solved it earlier in the same way. Thanks.

  • @PolyStylized
    @PolyStylized 4 роки тому +2

    For some reason, my Niagara Emitter keeps on crashing my project. I'm using version 4.25, so if anyone has any advice it'd help a lot? I really appreciate the tutorial :)

    • @omarutchiha8248
      @omarutchiha8248 4 роки тому

      Stop using user parameter on Niagara emitter use on Niagara system

  • @UnrealEngineTutorials
    @UnrealEngineTutorials 4 роки тому

    How’s the income on Pluralsight over Udemy? Just curious if I chose the right platform lol

    • @DevEnabled
      @DevEnabled  4 роки тому

      Both very different creatures so it's hard to say. Which one have you gone for?

    • @UnrealEngineTutorials
      @UnrealEngineTutorials 4 роки тому

      Dev Enabled I have a couple courses on Udemy but their commission sucks. I’m not sure how pluralsight is though

  • @Martynyuu
    @Martynyuu 8 місяців тому

    Does this work with VR?

  • @paipai762
    @paipai762 2 роки тому +1

    My auto turret now hits nearby enemies with deadly beams! sweet ty

    • @DevEnabled
      @DevEnabled  2 роки тому +1

      Sounds good, happy to help.

  • @andrewtafuri465
    @andrewtafuri465 3 роки тому

    Hello, this tutorial has some issues with it. I can't get the beam to appear at all. I think there's something wrong with the way you demonstrated your blueprint.

    • @DevEnabled
      @DevEnabled  3 роки тому +3

      Not sure there's a problem with the way I'm demonstrating it as it's displaying in the recording.

  • @TorQueMoD
    @TorQueMoD 2 роки тому

    This doesn't work properly for me. When I spawn the tracer particle, it always ends in the same place, which is not the impact point of my line trace, and it's always facing the same world rotation, so when I turn around, the tracer is shooting backwards or sideways. Would be nice if you actually set it up with a line trace to show how to handle that.

    • @BertrandBarraud
      @BertrandBarraud Рік тому +3

      To solve your issue, try to Select the emitter node > Select Beam Emitter Setup > Set Absolute Beam End to true.

    • @DangerSideburns
      @DangerSideburns Рік тому

      @@BertrandBarraud That worked! Thanks so much!

  • @sarjanxwildchild8195
    @sarjanxwildchild8195 3 роки тому

    hello, I try to create a laser beam using this, I attach it to gun laser point & create a dynamic endpoint using line trace, but it's not working, laser is passing through all the objects, can you please make a small tutorial, thank you

    • @lospe85
      @lospe85 2 роки тому

      the beam end point should be dynamically set. So, make a Line Trace by Channel and if hits, then use the "location" from the "Break Hit Result" as the Beam End Point

    • @DeeJayShawnC
      @DeeJayShawnC 2 роки тому

      @@lospe85 I've done this, and my beam just disappears when I hit "Absolute Beam End". Any tips?

    • @lospe85
      @lospe85 2 роки тому

      @@DeeJayShawnC do you mean what is happening at 7:29? the beam dissapears from your preview window, but will be visible ni game when using it.

  • @bluethumbbuttoneek9465
    @bluethumbbuttoneek9465 3 роки тому +2

    Ouh my tracer is a paper2d flip book haha. But then again my game is a 2.5d game so it's ok

  • @jasic1970
    @jasic1970 3 роки тому

    how do you have this this different look in ue4?

    • @DevEnabled
      @DevEnabled  3 роки тому +2

      github.com/Sythenz/UE4Minimal

    • @jasic1970
      @jasic1970 3 роки тому

      @@DevEnabled thanks a lot, your vids are very good imo. Short, compact and still intetesting😊

  • @chidebenosiri4662
    @chidebenosiri4662 3 роки тому

    Is this UE4.25.3?

    • @DevEnabled
      @DevEnabled  3 роки тому

      No

    • @chidebenosiri4662
      @chidebenosiri4662 3 роки тому

      @@DevEnabled Okay, then how did you get that kind of UI

    • @DevEnabled
      @DevEnabled  3 роки тому +2

      @@chidebenosiri4662 The video was released before 4.25.3 but. I've installed the minimal UI plugin from this git repository: github.com/Sythenz/UE4Minimal

    • @chidebenosiri4662
      @chidebenosiri4662 3 роки тому

      @@DevEnabled Oh okay, thank you

  • @feld3d
    @feld3d 2 роки тому +1

    This is just a simple point to point beam. Having this little simple beam attached to a moving projectile is easy.. but most shooters use instant line traces for weapons. Now take this small beam and have it actually travel through space and not just spawn from point a to point b. I want my 12 minutes back. :)

    • @lospe85
      @lospe85 2 роки тому +1

      if you use instant line trace this is a great way to do a "bullet trace" . you need to make the loop and lifetime shorter (for example 0.05 seconds). Any other particle or projectile component that "travels" won't match the "hit effect" you trigger when your line trace hits something. Using Projectile Component for bullets is not efficient or accurate (not only that, if you want to use real muzzle velocities, like 910 meters/second for a Colt M4, then your projectile/particle will travel so fast you won't even see it rendered). this method (spawning a point to point beam) ensures the player see the "bullet" impacting at the same time you trigger on "hit" by a line trace. For bullets, maybe the original material is better than a "beam" (as this looks more like a laser).