I want to control the rate at which particles are released or released only in certain parts of the skeleton mesh in Niagara. I think that’s the tab Sampling Region. How should I use it? I don’t know where to make the filter.
Hello. I’ve reached this exact part.
I’m using the Unreal Mannequin in my example.
I can see the material filters and I can add new array elements to the material filter and the bone filter. But I cannot use the material filter’s array elements.
When you do that in the bone array, in the Bone Name section, a list appear to effectively add any of the existing bones.
But when you do the same in the material’s array, in the Material Name section, a list of 2 elements appear which only says ‘none’.
Is it a bug, or to place the material elements in the list you have to do anything else?
I am looking for this in the documentation. The skeletal mesh documentation lacks this exact part. I don’t know what to do. The target obviously is to summon particles in just one part of the mesh. For example, only to summon particles on the character’s Unreal Logo.
This is not a bug at all, simply the slot name (check my screen below). One advice, before naming your slot and add them to the mat array, delete your sampling regions. My UE crashed when I tried, so first name your slots THEN create your regions
I made it!! Particles just in the place of the character’s Unreal logo!
Thanks!
Also, my Unreal Engine crashed when I clicked in the Material’s slot name if in the slot was put ‘none’. So clearly there are problems in that area.
Hi guys, I’m trying to achieve exactly this, but using bone filters instead of material filters. It won’t do anything. Does someone know how to get it working? I’m trying to get sprites to render over a mesh with Mesh Reproduction Sprites (Niagara). I’ve created the region in my skeletal mesh and still no luck:
In Mesh Repro Sprites in Niagara I’ve tried two options:
A) Sampling regions: I referenced the region I set up in my Skeletal mesh. Nothing happens.
B) Filtered bones: Selected a bone (i.e. head), and still, the sprites keep on showing over the full mesh…
Puzzled here. Don’t know how to use this feature…
What did you do to achieve it?
maybe next time elaborate on how you fixed it thanks
you need to use CPU but it breaks the gpu effect and collision and gravity and anything else