Niagara assistance. (Trying to give particles individual properties from a blueprint)

OK Ive been through 2/3 days of tutorials and reading and discussion points and Niagara has to be the most needlessly complicated system so far. I can see how it’s going to be powerful, I just need it dumbed down.

I’m trying to individually set velocity to the individual particles.

This is what I have so far.

This is the blueprint

This is the Niagara user parameters

Module

I just don’t really “Get it” and loads of tutorials are surface level basics.

You might not need custom scratchpad modules for this.
Use Get Vector Array Count to get the number of vectors in your array. You don’t need to send it separately. Then read the velocities from the array and set it for each particle.

-Gabor


OK cool. I’ve been working away for a few days or so looking over your post and Niagaras communication system, and it’s quite cool. I think I’m most of the way there on understanding how everything talks.

If I manually put in the information for the array here.

I can get it to fire off fantastically.

However, I’m trying to change this in a blueprint.
I’ve got it to work with int32, and I’ve got it to work with float values and actually some vector nodes.

But this specific one,

image

I can’t seem to find in node form compared to the rest.

Not entirely sure how to adjust that from a blueprint.

OK Ive got a slightly adjusted solution for anyone else playing around with this.

Pretty cool. Unreal continues to be fascinating to use.

This is the blueprints I used.

The niagara system.

image

With this you can chop and change as much as you like with events etc. Pretty sick.

Ps. Unreal if you read these, It’s difficult to figure out what’s working and what’s not between the Niagara system and blueprints, it doesn’t throw errors if something doesn’t match and finding applicable Niagara nodes without already knowing what to search was difficult.