Hello! Great product! I am having an issue though with the Atmos when being edited in Sequencer. When I place it in sequencer the particles stop spawning. When I remove them from sequencer they are fine. Any ideas? Thanks!
Hi! Did you watch the tutorial/chapter in the video about how to animate things in sequencer? I showcase specifically the limitation sequencer has with construction-script based tools. This is entirely normal behaviour and I show how to work with it there! Hope this helps!
Hi! Did you watch the tutorial/chapter in the video about how to animate things in sequencer? I showcase specifically the limitation sequencer has with construction-script based tools. This is entirely normal behaviour and I show how to work with it there! Hope this helps!
Hi William!
Your plugin looks fabulous, but I did note your disclaimer that the plugin requires Mesh Distance Fields. I donāt believe those are supported in the Forward Rendering pipeline (only Deferred), so should I assume we may be out of luck in regards to adopting your plugin? Thank you for confirming one way or the other! ![]()
An amazing tool. I think it would be nice to add to BP interface min/max lifetime or switch between direct set/random in Initialize Particle module, to be able to add more variation and randomization for all presets, especially sparks. Thank you.
Hello. I have a bug with Mac. Iām using UE 5.6.0, and every thing works, but sound. You can reproduce this with new project and adding to it EasyAtmos. Mac OS 15.5
A godsend tool and really easy to use. The only thing Iād wish for is to have a index of meshes I can add to section G - custom, not just one. Maybe for the next update. ![]()
Hi! This is a great suggestion, Iāll add it to the list, thank you!
Hey that is a great suggestion! I will add it to the list and see what i can do, thanks!
Hi there! Iām not sure what you mean by sound? There are no sound effects included. So you should be good!
Hi William, Great tool as always. However, so far I havenāt been able to figure out why the dust particles get rendered as a uniform cricle shapes while in viewport theyāre all random in shape and look like an actual dust. I hope you can help a brother out on this issues.
This is an amazing tool I can no longer live without it! Thank you so much for releasing this.
I made a short film featuring EasyAtmos, and I had one issue when I was making the film. Also I have two requests.
The issue I had was occasionally the particles werenāt rendered through Movie Render Graph. They were not shown during sequencer playback as described, but were shown in the rendering preview window when it was working correctly. But occasionally they were not shown already in the rendering preview window and were not rendered. Once it happened, it continued to happen.
Iām not sure what triggered it, and not sure what fixed it but it suddenly happened and fixed itself before I knew. Also Iām not sure if it was caused by EasyAtmos or my Movie Render Graph. Iām sorry this must be too vague to even reproduce the issue! It happened very occasionally, probably about once every hundred times.
And my requests. This might be technically difficult but one of my requests is adding Spawn Rate in the sequencer control ⦠if it is controllable after it is spawned. I wanted to change the amount of particles, not in a sequence, but sequence by sequence.
The other request must be also technically difficult in Unrealās system, but it will be very helpful if the particles are shown in the viewport during sequencer playback. I tried to focus on a bug in the sequencer in my short film but it was very very very difficult!
Hi! This likely has to do with warm up frames. You are rendering particles, and the general practice for anything particle related is to use warm up frames in Movie Render Queue or Graph to give particles time to spawn first before rendering.
As for your second point, this is an engine limitation in regards to how blueprint construction scripts work in the viewport. Unreal is designed to be run at runtime, less so for viewport events.
Hope this helps!
Hi! Can you upload a screenshot? It sounds like you have another emitter that shouldnāt be there.
in render results something makes all the particles to have a unifrm reaction to light as it seems, they all (in the light or in the shades) have the same intensity of light reaction.
Iāve tried different Motion Blur numbers, reducing depth of field and more settings, Disabling Anti Aliasing makes it to act fine. However I canāt make it work with AA enabled.
Hi! For what its worth, if youāre rendering to EXR with MRQ, you should be disabling AA anyway. AA depends on TSR and theres a lot of caveats with that approach, despite it being faster to render.
If it looks good int he viewport it is likely because it is at a lower resolution than your render, and TSR picks up those small details differently at higher resolutions. This has less to do with an EasyAtmos issue, and more to do with the fact that rendering teeny tiny small details can be unpredictable sometimes because the viewport is never a super accurate representation of how things will render out at runtime and at different resolutions.
Hi, first of all⦠great plugin indeed!
Works like a charm inside the Lumen. Is there a way to use it properly with pathtracer?
Could not find the way to lock the movement of particles to frames instead of temporal samples⦠more samples - more pronounced movement. Tried to put niagara particles to desired age inside the sequencer, but it crashes whole UE.
Thanks for any kind of info on this.
Cheers
Hi! It works with pathtracer. Can you give me more information as to what is not working? In the viewport it is normal for things to get a bit blurry because the pathtracer is slow. But at runtime/MRQ it should work fine.
Your plugin looks fabulous, but I did note your disclaimer that the plugin requires Mesh Distance Fields. I donāt believe those are supported in the Forward Rendering pipeline (only Deferred)? Should I assume we may be out of luck in regards to adopting your plugin or would aspects of it still function fine? Thank you for confirming one way or the other!
Hello, thank you for always creating such excellent plugins. I just purchased EasyAtmos and started using it with Unreal Engine pathtracer, but Iāve encountered a few issues.When rendering with the mrq, some objects appear completely black, while others are rendered as transparent. Does EasyAtmos support the Path Tracer? Are there any known limitations or recommended settings?


