Keep doing tutorials just like this pleeeeease. Complex systems that other people take 30 minutes to explain done in 3 minutes... My mind is blown. Excellent work!
You forgot to add the part where you link the beam end value through a custom parameter, otherwise it wont show up to edit. Simply marking it as absolute won't do.
@@pimeatahti7128 You probably figured it out already but anyone else who sees this... After selecting the "Beam Emitter Setup" click the arrow next to the "Beam End" and from the drop down select "Read from new User parameter"
at exactly 1:00 after you add color module and said let's check in view port...after creating sphere and attaching Beam FX to Sphere, you went back in and suddenly User Beam End showed up in User Parameter, I don't have User Beam End showed up. What could i have done wrong???? my Beam FX is attached to the sphere. please help?
@RainRainFX - Awesome tutorial! I learned a lot. Subscribed and following. Question - Is there a way to attach/parent the beam end to another object? Right now i have two objects moving onscreen and would love to have this effect move on either end, depending on which "tether" object I moved.
hi.. its so cool tutorial, just wondering how to apply the starting point spawn on a Gun and spawn the end are for target enemy,, did you have any idea on using the blueprint? 😁
Bit late, but check you've got all the same stuff added to the empty as shown. I'd missed Beam Emitter Setup and Spawn Beam. Once I added those, RibbonLinkOrder was there.
Help: I've attached it to my player character BP and want to use it as a grapple rope. I can't seem to make the "Beam End" variable accessible by the player Blueprint. Any ideas?
After you change color your particle count is increased to 98 (from 50), shown in top right. Did you do anything else there? I am asking because my color doesn't match, your is reddish, mine seems saturated (almost white). And thank you very much for the tutorial. Your color looks emissive, mine is not.
In the tutorial the preview starts showing it when Spawn Count is set to 50, but mine doesn't show up. I have no preview whatsoever. I tried going back to see what I had missed, but couldn't find the problem. Does anyone else have this issue?
It's somewhat a waste of time to distort the geometry. Instead, create a material with a horizontal UV line in the center. Add a lerp between -1.0 and 1.0 to the UVs, and connect a very low-resolution noise texture to its alpha. Make the texture rotate, and you'll have a nice-looking ray that can be used with the beam. To curve the ray just play with the tangents
Free Download File, Hi Thanks for like this contents. Download in here. drive.google.com/file/d/1V-LZ-Dy011mxiBHtYu3pC81YFljoTv89/view?usp=drive_link
Keep doing tutorials just like this pleeeeease. Complex systems that other people take 30 minutes to explain done in 3 minutes... My mind is blown. Excellent work!
but missing to mention steps that are done in a fraction of a second
Thank you for your work! Your videos help newbies like me to get started with Unreal visual effects.
Excellent tutorial! Thank you very much!
You forgot to add the part where you link the beam end value through a custom parameter, otherwise it wont show up to edit. Simply marking it as absolute won't do.
maybe when i edit video, i skip it. Thanks for let me know.
how to do that?
@@pimeatahti7128 You probably figured it out already but anyone else who sees this... After selecting the "Beam Emitter Setup" click the arrow next to the "Beam End" and from the drop down select "Read from new User parameter"
Thanks @@mustangmarcus , the tutorial is great but I got stuck on this for like an hour.
I love it. Exactly what i needed right now for my gameproject! Thanks mate!
You are a god send, I've been trying to figure out naigara to make something just like this!!
I followed the tutorial but i cant see anything in the preview when you set the count to 50? Is there something different with 5.4?
@@bfg_pz2213 check the file. I upload it here
download it and look at the download for reference or just use the downloaded one
* Hi, i skip one part. go to 'Beam emitter setup' module, you should check 'Absolute Beam End' then you can control Beam end position.
Check this video, you can see what i was mean 00:57 ua-cam.com/video/WsLDXeZhaSg/v-deo.html
YOUR THE BEST YOUR ACTUALY MADE IT FREE TO JUST DOWNLOAD. (:
at exactly 1:00 after you add color module and said let's check in view port...after creating sphere and attaching Beam FX to Sphere, you went back in and suddenly User Beam End showed up in User Parameter, I don't have User Beam End showed up. What could i have done wrong???? my Beam FX is attached to the sphere. please help?
Nice video, please continue just like that!
Thank you for that tutorial, but its really annoying when you have to pause every second because everything is fast forwarded ...
Good feedback. I'll make more slow version. When I make new one.
is there a way to edit the beam end in runtime?
@RainRainFX - Awesome tutorial! I learned a lot. Subscribed and following. Question - Is there a way to attach/parent the beam end to another object? Right now i have two objects moving onscreen and would love to have this effect move on either end, depending on which "tether" object I moved.
Thanks alot love the tut
hi.. its so cool tutorial, just wondering how to apply the starting point spawn on a Gun and spawn the end are for target enemy,, did you have any idea on using the blueprint? 😁
You are great.need more❤❤❤❤❤❤❤❤❤❤❤
Ribbon link order does not exist in the Curve Index selection at 0:51
Bit late, but check you've got all the same stuff added to the empty as shown. I'd missed Beam Emitter Setup and Spawn Beam. Once I added those, RibbonLinkOrder was there.
Help: I've attached it to my player character BP and want to use it as a grapple rope. I can't seem to make the "Beam End" variable accessible by the player Blueprint. Any ideas?
of course, niagara beam is provide 'beam end' it is also vector value. so you can set location
video is way too fast, im going crazy
i'll make slowly. for new one.
Is there a way to control the beam end the same way you control beam start with a sphere attatched
of course, beam end is also vector value. so you can set location
@@RainRainFX thanks for replying, how would i go about that
I'll make Tuto for that, But don't know when, when i made it, will write again in here to you@@CallumB-p7v
ua-cam.com/video/WsLDXeZhaSg/v-deo.html@@CallumB-p7v 00:00~02:25 what you want it
@@RainRainFX thankyou!!!
After you change color your particle count is increased to 98 (from 50), shown in top right. Did you do anything else there? I am asking because my color doesn't match, your is reddish, mine seems saturated (almost white). And thank you very much for the tutorial. Your color looks emissive, mine is not.
I checked Color, it value is RGB 1555, 15, 5 Alpha 1 maybe it is related with scene light setting. I disable AutoExposure in projectSetting.
I have the same problem
In the tutorial the preview starts showing it when Spawn Count is set to 50, but mine doesn't show up. I have no preview whatsoever. I tried going back to see what I had missed, but couldn't find the problem. Does anyone else have this issue?
i provide file as a free, so you can check what is different.
same problem
in beam setup, change the location beam end to (X) 100
Perfect❤❤❤❤
It's somewhat a waste of time to distort the geometry. Instead, create a material with a horizontal UV line in the center. Add a lerp between -1.0 and 1.0 to the UVs, and connect a very low-resolution noise texture to its alpha. Make the texture rotate, and you'll have a nice-looking ray that can be used with the beam. To curve the ray just play with the tangents
GOAT!
Genius
i did not yet try but i love you like the rest of these guys
at 47 seconds I the Key Data to 9000 but my beam stayed straight and not wiggling :(
i provide file as a free, so you can check what is different.
goat
"keep it up"
VERY MUCH HELPFULL
You should make the video faster!
Its to slow .