A better way for interactive fire

I wanted to make a interactive fire in game which is a first person horror survival where the character is holding a lamp in front of him. i need it to move according to his movement. i tried Niagara but it looks ugly and it doesn’t work on lower quality levels. So does anyone knows

this is the current fire

a better way to approach this

Hi @FrameWorkStudios ,
Could you show how you currently have the lantern implemented? Some screenshots of the Blueprints might help better understand the issue.

When you refer to an “interactive fire,” what exactly do you mean in your case? Do you want it to be able to light other lanterns or torches? Deal damage to enemies? Or are you simply looking for the flame to move more naturally while the player is walking or running?

With a bit more context, it will be easier to come up with a better solution.

I’ll be waiting for your response.

I just need the fire to move naturally according to the player movement. Currently i am using the niagra system

I’m too lazy to open Unreal to make the material, but in short:

You place a Texture Coordinate and add the multiplication of the character’s inertia and the vertical coordinate of your texture. Then, you can multiply the result of all that by a noise texture with a panner to distort the flame based on the speed, and plug it into the UV of the Texture Sample of your flame texture. :eyes:

okay, i don’t know how to do it but i will try it out