Since the function ‘Update Tick When Paused’ restarts the particle system and therefore works incorrectly with particle warmup, I found an alternative solution. Screenshots are attached
Hi, thank you for sharing the feedback. The function UpdateTickWhenPaused() indeed resets the playback of the system. It’s intended to be only called after you spawn a particle system widget manually. If the widget isn’t spawned procedurally but is a part of your user widget I recommend setting the TickWhenPaused property instead. I’ve verified that the warmup time works correctly in both cases. If you’re doing something else and you’re still having the issue please let me know more detailed reproduction steps so I try to replicate it. Cheers!
Thank you! Enabling that checkbox helped solve my problem
UPDATED TO UE 5.6:
Hi!
I’ve updated the plugin to support Unreal Engine 5.6! Other than that the new version includes fixes for velocity aligned particles not rendering correctly if they have zero velocity, support for custom alignment, as well as some generic code cleanups. The update will be also available on FAB after they finish processing it.
Cheers!
Niagara UI Renderer v1.1.9:
Download 5.6:
Love the idea, and I really am looking forward to sprucing up my UI with your plugin. The fact you didn’t charge for it is amazing. I would totally pay for something like this! That said, I’m running into an issue with regard to handling screen sizes and scaling. How can I make sure that the widget follows the constraints of the window size? I have a full-screen UMG widget that I want to add a Niagara system to, but I want to make sure the effect is displayed properly regardless of screen resolution, and I’d like it to handle resize events as well to recalculate the dimensions.
Hi, can you please be more specific about what you’re trying to achieve? Unreal Engine already comes with both widget arrangement and scaling that takes into account different resolutions and aspect ratios. Niagara UI Widget uses the exact same systems as the rest of the widgets, so it should automatically adapt to different resolutions unless you’re doing something very custom. Cheers!
I have widgets that pop up for various events, like inventory management. I’d like the Niagara system to provide some effects in the background on the entire screen. I haven’t found a solid mechanism to set the dimensions for the Niagara widget’s output that facilitates this. It looks like it will work fine for widgets within a canvas or overlay since you can get the dimensions of them, but I was unable to find a way to get the dimensions of a canvas or overlay themselves, at least not at a time in the lifecycle of a widget that would make sense.
I would recommend you to take a look at the sample project as a reference. In the WB_NiagaraDemo
I’m passing in viewport dimensions into the CollisionDemo
widget, which uses them to position the colliders to the edges of the screen, but there’s nothing stopping you from using those values for anything you want (for example spawning particles from the edges of the screen). In the sample project I’ve just made a timer that updates the values periodically, but you can always listen for viewport resizing instead if you’re concerned about performance. Cheers!
Thank you! It didn’t even cross my mind to use a timer. That was the missing piece. I was getting null reference errors trying to use the NS reference in Construct. Such an easy solution!