Community Tutorial: Creating VFX with Blueprint, Sequencer, Materials, and Niagara

My studio recently announced an internal contest to create a piece of art based on the company logo. We’re using Unreal 5 throughout our production and I thought it would be fun to play around with a few systems in the context of the logo. Aside from the geometry and the excellent audio (huge thanks to Jason Hayes!) everything was created within Unreal 5. It uses a central Blueprint to drive procedural animations as well as Niagara and material parameters. The whole thing is coordinated via a sequencer. These videos outline the project setup. It doesn’t cover every aspect, so feel free to ask questions. Shout out to CGHOW’s incredible Youtube channel for all things Niagara and William Faucher’s Youtube channel for tips on rendering with MRQ (among many other things). Thanks for watching!

https://dev.epicgames.com/community/learning/tutorials/0Orw/unreal-engine-creating-vfx-with-blueprint-sequencer-materials-and-niagara

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@isaacoster Thank you very much for putting this together; it’s great! I was wondering if you could point me in the right direction. I’m using a Niagara fluid liquid template and have a material instance with some attributes that I’d like to keyframe in the level sequencer. However, I’m a bit lost on how to go about it. Any advice? Thanks!

Hi there, @felipevallejom , sorry for the delay! I’m generally unfamiliar with the fluid sims, but you should be able to add a dynamic material parameter node to your material graph, which you can access directly in the niagara system. At least you can with a standard emitter. Then you can update the params directly in the NS, which should pipe data back directly to your material.

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