1.) Will there be more examples in the Content Examples niagara level as well covering simple versions of the samples covered in the stream? niagara is such a beast of a system and i almost feel like whats there is not quite enough to cover the massive amount of possibilities that it can do.
I feel like these other ones are not going to be covered in the livestream even if i did ask them then. while they are niagara related, they don’t quite relate to the intended content, but i wanted to ask anyway and maybe get some insight
2.) implementing tooltips for user created variables, or setting min/max possible values? Sometimes a name can’t quite cover what the full functionally entails and might need some explanation to the user. and going above or below a value could cause visual or technical issues if values are set incorrectly.
4.) Will it be possible/ are there plans in the future to edit user parameters through the anim notify system in an animation sequence? This would be nice to have one base system and not have to copy paste the same system or edit it elsewhere for a tweak or two or driving parameters at certain times in the animation with curves. Example being dust when a character steps and has 2 different intensities or variable spawn rates/velocities.
4.5) on the topic of animation notifies, would it be possible to add the transform gizmo for the selected notify, so that setting the offsets are not a guess/adjust cycle if a socket has not be defined for it specifically?
5.) Regarding the component renderer. I know its experimental and there are gonna be updates to it, but, at least for the post process component, will/is there a way to limit the range of the postprocess? in blueprint this was done with it being parented to a collider and which as far as i can tell isn’t possible here? and for the skeletal mesh anim, is there a way to set a random start time? or will that be dictated by spawn rate?