I want to create a system like the one in Astro Bot, where the character interacts with the leaves and “pushes” them. I plan to use Niagara for this, as I believe it’s more optimized than static meshes and physics.
I’m new to this area; I’ve followed some tutorials and modified them to try and achieve this result, but I haven’t succeeded yet. Can someone help me?
Here’s the video of Astro Bot (26:50): https://www.youtube.com/watch?v=IYyCrR2-V9I&t=1606s
This is the tutorial I followed (unfortunately, it’s only for members and one of the few I found): https://www.youtube.com/shorts/dYYOe2S2bGM
or How can i make it with material world position offset and rotation?
Hi @RichardReis,
There is a complicated version of this that I suspect is the setup they used for WuKong- it involves writing the player’s location to a render target every frame. If you want to try this method, let me know and I’ll help you get set up. A warning though- it’s very complex and can take a while to get it up and running.
Likely though, all you really need is a point force- with the origin being the player’s location. If you want the leaves to toss up in the air, you’ll probably want to offset the location by like -50 so it’s below the player/particles.
To input the player’s location into the particle system, you’ll need to use a Niagara Parameter Collection.
Then, to set this value, get a reference to it in your player blueprint (this can be OnBeginPlay instead of tick) and have your player set its value on tick.
Thank Sarah, this worked!
someone recomended me this tutorial, seen more complex, will try this one too
I heard you want to displace snow, interact with water & push stuff around with your character?
Glad to hear it’s working for you!
The video you sent is actually a simplified version of the method I was referring to earlier! Check out this series on the same subject by PrismaticaDev:
In his tutorial, he uses the same method but generates a vector map. This can lead to a lot of new and interesting effects- such as displacing grass away from the player instead of just downwards, and if plugged into a particle system, can provide a movement direction. I’ve even seen more compilated versions of this effect where a noise animation is factored in to the texture to create some great procedural movement.
All that to say, getting the base effect is very simple, but if you’re looking to learn more / expand your system, the sky is the limit!
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