More UE tutorials need to be more like this, you don't just say "do this, then this, then this..." You actually explain why AND everything you do takes performance into account, not just functionality. And wonderful jokes about 'good' name files not being bad
For the high pass filtering, under Audio you can create a Sound Attenuation file and then make any filter you want with any frequencies you want. Then in the Audio component you can add the attenuation file.
This is fantastic-- thank you! I love the performance tips where you can move calculations to the gpu for the particle emitter nodes and with the light flickering material instance. Also thank you for showing a bit of your variable tweaking process. Sometimes you do just have to turn some knobs to see what changes things, like mini science experiments.
Unfortunately, for the version 5.3.2, this part (2:10) does not work anymore. We get this error below 6 times instead. Static variable is not set to a consistent value. Please ensure that all values are equal. Parameter: Particles.DynamicMaterialParameterChannelMask - Node: Map Set Pin: Particles.DynamicMaterialParameterChannelMask - Flames, Particle Spawn Script Interpolated, DynamicMaterialParameters
Instead of using reverse culling, I would look into whatever sprite material is being used in the particle emitters and try using a camera offset in the material. That’s how I solved this issue in my own experiments.
To fix lightning issue. Project settings -> Rendering -> AntiAliasing to TAA. Lumen and emissive material in niagara problem. Solution coming in 5.3 hopefully.
I just stumbled across your channel and this looks almost perfect for my project! However, I'm thinking of making a VR RPG, will this series help me, or do you think it's too fundamentally different to make it in VR? Also, do you think the way you make sound for water will work with other water plugins such as WaterLinePro? Sorry for all the text, I'd really appreciate some help though, thanks!
This is one of the best tutorials I have found and literally is the best for a torch light. One question though, if I wanted to simply scale the whole fire after I am done is there a best way to do that? ..as in simple and not obtrusive to anything? Please and ty!
I believe simply scaling the Niagara System Component on your overall actor will do the trick. If not, try changing the sprite size on the individual emitters in the Niagara System. Hope that helps!
I love my new Torch BUT, it only kinda works in unlit mode? Is there some settings I missed? can't use it in my scene. Can't see the fire material or the point light. still can't the the point light and the flicker in unlit mode. It works perfectly in my test scene, so thought it should work in my actual scene. (another level)
under 5.4.4, I get warnings on skipped conversions: 'Skipped converting cascade module "ParticleModuleCollision Base". Reason: failed to find converter script for module.' 'Skipped converting bApplyGlobalSpawnRateScale.' (repeated 5 times) ( This emssage appears in all nodes under Spawn Rate) Also, in the Flames node, under Emitter Properties: 'Cascade light specified a spawn fraction but this node is not supported by the asset converter I left these untouched, it all simply works.
Hi Thanks for the Tutorial this is great but i have one question. I am using it so it is in the hand of a character and when he moves the fire moves with a delay but the smoke seems to just sit at the end of the stick and always move up. Am i missing something Thanks
More UE tutorials need to be more like this, you don't just say "do this, then this, then this..." You actually explain why AND everything you do takes performance into account, not just functionality. And wonderful jokes about 'good' name files not being bad
Omg I needed this for my capstone class thanks!
For the high pass filtering, under Audio you can create a Sound Attenuation file and then make any filter you want with any frequencies you want. Then in the Audio component you can add the attenuation file.
This is fantastic-- thank you! I love the performance tips where you can move calculations to the gpu for the particle emitter nodes and with the light flickering material instance. Also thank you for showing a bit of your variable tweaking process. Sometimes you do just have to turn some knobs to see what changes things, like mini science experiments.
Unfortunately, for the version 5.3.2, this part (2:10) does not work anymore. We get this error below 6 times instead.
Static variable is not set to a consistent value. Please ensure that all values are equal. Parameter: Particles.DynamicMaterialParameterChannelMask - Node: Map Set Pin: Particles.DynamicMaterialParameterChannelMask - Flames, Particle Spawn Script Interpolated, DynamicMaterialParameters
Hey, I'm facing this same issue. Did you find any solution yet?
Happened to me too.
It's compiling in 5.4.4 if you uncheck "Write Parameter Index" and doesn't seem to have any impact on final result. ;)
@@antonlallemand6248 Where can you find "Write Parameter Index" please?
@@antonlallemand6248 Where is "Write Parameter Index" please? :)
Super helpful! Thank you so much!
Instead of using reverse culling, I would look into whatever sprite material is being used in the particle emitters and try using a camera offset in the material. That’s how I solved this issue in my own experiments.
Brilliant idea- I will check it out
To fix lightning issue. Project settings -> Rendering -> AntiAliasing to TAA. Lumen and emissive material in niagara problem. Solution coming in 5.3 hopefully.
Sorry didn't work for me. Are you talking about the issue I solved using Reverse Culling?
@@NumenBrothers No, rocks illuminated in the distance. I don't know the solution for stick issue.
I just stumbled across your channel and this looks almost perfect for my project! However, I'm thinking of making a VR RPG, will this series help me, or do you think it's too fundamentally different to make it in VR?
Also, do you think the way you make sound for water will work with other water plugins such as WaterLinePro?
Sorry for all the text, I'd really appreciate some help though, thanks!
absolutely! VR is primarily different on the display side (there are some other differences, but very much what we're doing is applicable for VR)
@@NumenBrothers Awesome! Thank you so much for answering and making these tutorials :)
@@NumenBrothers Oh, and the water sound part, does it only work with the UE5 water plugin, or do you think it will work with other water too?
extremely helpful video sir! thank u
Thank you so much this is really awesome!
Thank you
This is one of the best tutorials I have found and literally is the best for a torch light. One question though, if I wanted to simply scale the whole fire after I am done is there a best way to do that? ..as in simple and not obtrusive to anything? Please and ty!
I believe simply scaling the Niagara System Component on your overall actor will do the trick. If not, try changing the sprite size on the individual emitters in the Niagara System. Hope that helps!
@@NumenBrothers TY very much that helped!!!
I love my new Torch BUT, it only kinda works in unlit mode? Is there some settings I missed? can't use it in my scene. Can't see the fire material or the point light. still can't the the point light and the flicker in unlit mode. It works perfectly in my test scene, so thought it should work in my actual scene. (another level)
under 5.4.4, I get warnings on skipped conversions:
'Skipped converting cascade module "ParticleModuleCollision Base". Reason: failed to find converter script for module.'
'Skipped converting bApplyGlobalSpawnRateScale.'
(repeated 5 times)
( This emssage appears in all nodes under Spawn Rate)
Also, in the Flames node, under Emitter Properties: 'Cascade light specified a spawn fraction but this node is not supported by the asset converter
I left these untouched, it all simply works.
Hi Thanks for the Tutorial this is great but i have one question. I am using it so it is in the hand of a character and when he moves the fire moves with a delay but the smoke seems to just sit at the end of the stick and always move up. Am i missing something Thanks
I´ve gut the same issue. Did you find a solution?
when i deleted the fire 001 and spark, my code went red. i did not have "ignore and acknowledge the issue"
The errors have all changed now. Not sure if any of this works anymore.
If you figure it out and post here, I'll pin your post to the top.
FIX: Open NS_TorchFire. In the Flames and Flames001 nodes, deselect the Dynamic Material Parameters check box and click Compile.
@@kaycs Thanks!! Very helpful comment here!
For the flickering, ua-cam.com/video/MxY3OQtON2s/v-deo.html had a material solution that looked more pronounced, not sure which one I like
this is perfomant killer too much light sources horrible light complexity IMO