I am assembling some particle system blueprints and I am currently stuck on one. I know that I can get color, vector, etc and apply those to exposed variables in particle systems, but I do not see any way to set a curve.
appears to make any sort of alpha, size or color over life impossible to set via blueprint. Is the case at the moment, or am I missing something?
Any examples of in any of the sample projects within unreal, or in a video demo and whatnot?
Seems like the timelines color option would work better (for particle color fields at least) but i cant find out how to connect that or a timeline curve back into the particle.
oh no, sorry, i’m trying to drive a particle variable with something within the blueprint. I can set basic variables like vectors, but (as with most particle system parts) i need a curve or vector set over .
Someone suggested using a timeline curve (or color) to drive that variable, but i dont see how to convert the timeline data into something the “set vector” or “set color” can use. And quite surprisingly, i dont see much of any examples, tutorials, youtube videos, etc on . Seems like it would be a common use
oh, i see, i was pulling from the wrong nodes in the timeline box. thanks much!!
one more, can timelines not be added like that in construction graph, only the event graph? I dont see anyway to pull from a specific track like that if the timeline is added in the construction graph.
or maybe a simpler question… am i wasting my making blueprints for particles? for ease of editing and spawning, or so i think >.<
I think what you are looking for are Float Curves & Color Curves, they can be created by right clicking in the Content Browser, highlighting “Miscellaneous” and selecting “Curve”. You will be able to choose whether you want a Float, Vector, or LinearColor curve.
To use the curves in a blueprint (I use them in both the construction script and the event graph) you just need to create a variable and set it’s type to either CurveFloat, CurveVector, or CurveLinearColor. with that done you can use the curve with a float variable driving the 0-1 range (or any other range, it is not limited to 0-1) like :
If you double click on the actual curve asset in the content browser you can adjust the curve similar to how the other curve editors work in the editor:
the examples above are setting a value in a DynamicMaterialInstance, but you can expose a Vector/Float parameter from within the particle editor as well if you want to adjust some other values.
Hope that helps, let me know if you need some more info!
Hey guys sorry to drag up an old thread but I’m trying to find a solution to and none of the ones I’ve found online are satisfactory.
I want to make the ColorOverLife a “parameterized” curve which I believe is the intention above. However, I have a few issues with the above solution and hopefully y’ will have some answers.
ParticleTime can’t be accessed in Blueprint as far as I know
Even if I did have ParticleTime, wouldn’t the vector parameter simply change the color over life across the board rather than per particle based on particle age? I guess I’m confused by how a vector parameter can be considered “over life” at because there’s no notion of .
Basically what I’m trying to do is modularize a bunch of my to be able to easily change color palette based on what team a player is on. I want it to be modular because I want the freedom to add any number of teams and not have to duplicate particle systems and manually add switching calls and whatnot in BP. The goal is a single particle system with a dynamic ColorOverLife curve that has different color values depending on a player’s team.
seems like a fairly common use case and frankly I’m surprised that you can’t feed a LinearColorCurve as a parameter to ColorOverLife.