Hi, I’m building Fire & Smoke into a level with Niagara emmiters. Starting with a small fire in one position, then putting larger emmiters on, to build a larger fire with delays between the different emmiters. For now the emmiters pop up and I would like to Fade them in or Scale them in using Keyframes or something… How to go about with this? What would be the smoothest way to build a large fire from scratch? Please help!
Hey there @LunaProject! So in my opinion it depends on if this is for game, film, or production. Since my specialty is games, I’d likely Just have the parameters for the different systems exposed and adjust them in blueprint to have full control of just how big, fast, and many particles spawn all in one place. Then if you’d like you could even use it with a sequencer if you’d prefer to do it with cinematics!
An example: I set the spawn rate of the Niagara system and also changed it’s color randomly:
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Tutorial on using Niagara Parameters:
Trigger Functions from Sequencer Tutorial:
HI, Thanks for your answer! It is for a game and for the Fire & Smoke emmiters I bought the beautifull Ultimate Fire Pack by ActionVFX. So it’s Template emmiters that I tweaked a little. I made a BP so that the different fires, ranging from small to big appear with some delays, But they Pop up now and I want them to appear gradually and maybe have a Fade or Scale up between the different emmiters. Heres my BP.
Oh wow all different emitters, that complicates this a tiny bit. However, I still recommend adjusting emitter parameters, as that would be the easiest way to fade them in if you want to control them at all later.
First my recommendation would be to go into the emitters themselves and either have them spawn emitting 0 particles, then ramp them up to where you want them to be with color, scale, and speed if need be. I made a tiny alteration of my BP to show you how I’d do it with a Timeline. Now my particle count ramps up from 0 to 200 via a timeline, then when I release it starts falling back to 0 (though you’d likely not run a reverse of that) unless you had a fire that was running out).
You’ll have to get a reference to each of your emitters in this case from where you spawned them, and send parameter updates to the ones you need to so it won’t be quite as clean as this example.