I have a niagara dissolve effect that i want to spawn on my enemy ai after i kill them but the effect doesnt work when they die. Any way i can use the effect after the enemy’s health hit 0?
What i have so far:
I have a niagara dissolve effect that i want to spawn on my enemy ai after i kill them but the effect doesnt work when they die. Any way i can use the effect after the enemy’s health hit 0?
What i have so far:
This looks ok, what happens?
Nothing spawns at all
Ok. Does your emitter work? Have you tried just spawning it on begin play?
Did you read the doc? You have to make a special version of your character, or at least, the material
I didn’t notice it had a documentation but im reading it now and its showing now ^_^;
Ok so i do have another issue that may be easy to fix but im just not seeing. I created a skeletal mesh of character i want using the dissolve effect, but the only issues is that they arent dissolving.
Does it have the right material on?
yea i even created one but i do see that its working its just the custom matierial is the only things thats not fading with it.
It’s a material instance that does the trick, right? There’s a parameter you change, and the object fades.
You should be able to do it on a cube in your level, just using the material.
Then you should be able to do it with your character mesh. Just put the mesh, not the character, in the level, and make it work.
Then you can make it work for your character.
Would you happen to know what that parameter is? The way that this is being used is its an actor class with the static mesh, cube, and niagara effect.
Sorry, I don’t because I don’t actually have the package to try it. But there are two ways according to the docs.
One is in the niagara system, the other is in nodes that you put in your character material ( I think ).
So from what i understand, the reason why the material doesn’t disappear is because the killbias isn’t changing?
Which blueprint are you using?
BP_DistanceFieldDissolve/Appearance_SK/SM
Also i dont know if this helps but i attached the same material to the Random Noise Dissolve material and it works. So, its something that has to do with the DistanceFieldDissolve Blueprint. Im just not seeing it.
Do you mean direction gradient dissolve?
The vendor say this
I have no idea what needs tweaking there…
Also, I don’t like the look of that loop back ( you copied it from the package BP ). It will run forever…
I put a do once node before the timeline and that fixed that issue. I think im going to use the RandomNoiseDissolve as a place holder til i can figure out whats wrong with my mesh but thank you for the help!!
Sorry, not easy to fix from here!