I’m trying to direct my particle system to spawn at a random location using these functions. So far, it’s working–my first foray into using any HLSL!
Next, I’d like to spawn this set of particles uniquely for each instance dropped onto the map, and I’m stuck on how to utilize the Determinism in the system to that effect.
Every system spawned currently spawns at identical local locations, with a seed implemented into the X,Y of the Shape Location’s offset.
I’d like for the offset to be different & unique for each system (and it’d be nice to see it change for each loop, too). How would I be able to go about that within Niagara?
Hi @Laulool,
If I’m understanding you correctly, you’re already getting a random particle spawn location offset within the emitter, but you also want to give the emitter a random offset as well, right?
For this, your best bet is going to be doing it in blueprints/C++, which I assume you’re already using anyways if you’re looking to spawn more than one system at a time. This logic should always produce a random result: