Community Tutorial: Differences Between Designing/Creating Particles in Unity Versus Unreal | Genie Particle System in Unreal

In Unity, the particle system is created using components, which means that you can add various components, like a collider for example, to the particle system to achieve the desired effect of interacting with other objects in the scene. Unreal Engine uses nodes to create particle effects. There’s this thing called a Blueprint, which allows you to create particle systems by connecting nodes together. There is a lot more flexibility involved in Unreal, but it’s a little bit more challenging when first learning how to use it.

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First you need a picture of smoke with a transparent background for the material. (this material will be used for both Niagara systems)

Create a new material

Use these attributes to create the material for your particle system

Make sure you name your material, as you will need it later.

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Next, create a new Niagara System.

Make sure it’s a fountain system.

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Make sure your Fountain block of properties matches this.

If something is missing click the green plus button where you see it’s under and type the name of the property.

First, you will make the blue smoke.

Follow these numbers for the attributes. (Doesn’t have to be perfect, just close)[image][image]

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This last image above is very important. This is where you place your material for the particle.

Your final product should look like this.

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Next is the Barf.

Go with the same approach.

Make a new Niagara system with a fountain system.

The Fountain will have the same properties as the last one, so proceed accordingly with that.

Follow these attributes.

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Once you have done that, this should be your final product.

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Now you have a particle system for a Barfing Genie:)

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The images are missing, sadly. Perhaps it’s due to the account being new. Btw, if you head over to the learning tab, there is a tool that lets you publish tutorials in a slightly more nuanced way.

Judging by how many people transition from Unity => UE, this would seem like a nice thing to have around!