Flow realization in Niagara?

Hello, everyone. Just wanted to ask, is there simple way in Niagara to link particles so they will look like flow? I thought, if I’ll spawn a lot of particles it will look like that but, unfortunately, no. I’ve heard about nvidia flex, but I want to use just niagara’s tools. I’m trying to simulate water.
P.S. i’ve seen fluid ninja’s tutorials, but it doesn’t work when i’m trying it, and it’s 2D, when I need 3D.

Have a look at the NiagaraFluids plugin that comes with 5.0 preview 1:

Enable that plugin and restart.
Make sure ‘Show Engine Content’ and ‘Show Plugin Content’ is enabled in the content browser.
In the Content Browser, navigate to the folder ‘Engine/Plugins/NiagaraFluids Content/Templates’ and there you will find various 2D and 3D example systems that you can drag into your level. Its mostly the stuff inside various ‘Systems’ folders that you’ll want to drag & drop to see examples straight away.

Wow, sounds like good reason to migrate to ue5. But need some time to check this out. Thank you for advice!

Well, i tried it. There are three types of 3D fluids: hose (working), pool (working, but strange - dissapearing, when i’m trying to move it on z axis) and splash (working, but don’t have collision, taking from me 35 fps, even when splash is over). I suppose I’m lucky - hose is what I needed. Thank you.

Glad you found something that met your needs.

I do expect these things to be refined further over time, and who knows what other people will create in future based on the underlying Niagara sim technology. Including better stuff on the visual rendering side of things.

In terms of performance its quite easy to eat a lot of GPU when dealing with truly 3D sims, which is why there is still a a place for 2D and ‘2.5D’ stuff or other ways of ‘faking’ and baking things when it comes to realtime games. But I am very happy that we now have systems to build proper realtime 3D stuff, and intend to dedicate much time to learning the relevant Niagara stuff properly myself in the years ahead. Although my focus is often on the ‘smoke’ type of uses for fluid simulations (eg Jos Stam type fluid stuff).

I did like what FleX had to offer in the past, but relying on 3rd party stuff that wasnt a first class citizen and fully integrated in the world of Unreal Engine was a path fraught with peril, especially when Nvidias focus eventually ended up elsewhere.