I am trying to attach a Particle System to my Camera. The basic stuff is working, but I a having two issues.
First and foremost, the Particle System does not follow the resolution of the screen. So if I change my resolution (during runtime or offline) I need to change the location of the Particle System. Same thing occurs if I change the Field of view of my Camera.
Second, if I move while the Particle System is on, a Blur effect occurs on the Particle.
What effect exactly are you trying to achieve? What is the particle system supposed to render?
Blur can be disabled from render CVars, you can do that unless you really need blur somewhere else. Eventually you can disable motion blur only (r.MotionBlurQuality 0). I think it may be also possible to achieve from within the material that you use for the particle.
If you want it to change with resolution because you need it to perfectly fit the screen then a widget might be a better solution. If it’s just a rain then simply make it much bigger - it wouldn’t matter if it goes outside the screen.
I would like to display, when I regain Health, some red particles that “enter” in my Health bar.
Right now, I’m putting my Particle System right in front of my Camera, but you seem to say it’s possible to use a User Widget to display it? I would like to know more about that solution!
If it’s simply a health bar, then tell me how are you rendering the health itself? For an effect like this (If I recall well Diablo I had a similar effect, a liquid moving left and right when the bar was not full) I’d use material.
Where you put it - depends on what you already have. Either render the healthbar as an image instead of a simple progress bar, or assign the material to the progress bar (not sure if it’s possible though). Then set in the material the health parameter and make the material react accordingly.
Since a healthbar is on the UI, the widget is the solution I’d go for - faking it with some other things will often leave you with ‘does not match on A:B aspect ratio or Y:Z resolution’.
If you’re not rendering your healthbar as a widget then explain more, or just do it on a user widget, since it’s the way it should be done I believe.
I’m sorry, I’ll try to be clearer. I attached a picture to demonstrate the effect I want to give to my particles.
I have this Diablo circle and I want, when I regain Health, the Particles to spawn around the circle and move towards it’s center.
So the Particles do not spawn in a world location, they spawn relatively to this circle (the circle will never move during runtime).
This circle is an image in a User widget. Like I said, my Particle System is attached to my Player’s camera right now. This is causing my Particle System to move on screen if I change the FOV or the screen resolution. I tried to put it in the user widget as well, but with no success.
You can make animations on the widgets. Simply add several smaller images (you can assign material there so it’s animated for example) and make the animation - smaller images moving from point X to the center. If you do not want it to be the same every time then make several animations and random between them.
I made a Confetti particle system and I use a Widget to display “You Win”, the camera goes into a Matinee fly over, but I want the Confetti to be always in front of the camera… as if in the HUD and not in the game world. I can’t figure it out at all…