Recently, I am working on a Unreal VFX Niagara. I am trying to make the particle to move in those direction like the reference I shared. I wonder if anyone know if is there any technique-term or math formula that I could look? Or there alternative way that you guy might work around it.
I will really appreciate anyone give me a few pointer. Thanks!
(Btw, I have tried use unreal forces( vortex, attraction to point, drag and etc. I find it a bit hard to control on the overall speed since there are multiple forces on the particle.)
It doesn’t utilize the built-in unreal forces but “scratch pad module”. This is node-based programming like Blueprint’s graphs and is so flexible compared to the built-in forces on this page.
I implemented the behavior above in the following way. I’m sure there are other ways though.
where ”first call” and “first loc” is Newly defined variables as “Particle Attributes”. This means these variables are created per particle.
“first loc” is set at “Make new>Common>Position” on the Parameters Panel. And it needs to set the default value of (0,0,0).
“first call” is set by selecting “Make new>Common>bool” with the default value of “true”
A remaining issue, however, is that it’s not working properly when the Niagara actor is moved from a spawned position. This is because the node script I posted is using the “SimulationPosition” variable which is used to calculate the trajectory properly, which is unfortunately not affected by any move after spawning, just continuing to indicate an initial absolute position. And I have no idea about this problem… If you mind, please ask others.
And it seems it cannot handle rotation properly on the viewport. I think the axes in the scripts should be transposed for it. Anyway please alter it as you want.
Thanks for the explanation and also highlighting the issue. The overall set up is good, it had give me a deep insight and understand on the particle system. I will go explore on it more.