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Particle Editor Extension (Code Plugin)

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    #16
    This is looking great! Are you still actively developing it?

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      #17
      Originally posted by frogspasm View Post
      This is looking great! Are you still actively developing it?
      Yes, I do! Here is the current documentation: https://cultrarius.github.io/UE4ParticleEditorPlugin/

      If you have any ideas for new particle modules I am happy to try and integrate them
      Particle Editor Extension: Marketplace Page | Documentation
      Code plugin which extends your particle effect toolbox with new possibilities.


      SVG Importer Plugin: Marketplace Page | Gumroad Page
      Import SVG (scalable vector graphics) files as rasterized rendering or as multi-channel signed distance field.

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        #18
        Awesome! I just bought it last night at home, and if it works out I'll be asking for one at work I will definitely pass on module ideas.

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          #19
          Originally posted by frogspasm View Post
          Awesome! I just bought it last night at home, and if it works out I'll be asking for one at work I will definitely pass on module ideas.
          Awesome, thank you!

          If you have any suggestions or questions, feel free to send me an Email: cultrarius@posteo.de
          Particle Editor Extension: Marketplace Page | Documentation
          Code plugin which extends your particle effect toolbox with new possibilities.


          SVG Importer Plugin: Marketplace Page | Gumroad Page
          Import SVG (scalable vector graphics) files as rasterized rendering or as multi-channel signed distance field.

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            #20
            Hello, love the plugin and I do have one request. In the subUV module, it is possible to set the UV index. If that is done through blueprints, using a parameter, it changes all the paricles UVs.
            What I would like is to have a "only process on spawn" (or something along those lines) checkbox like many other modules have. Is that possible?

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              #21
              Originally posted by ste1nar View Post
              Hello, love the plugin and I do have one request. In the subUV module, it is possible to set the UV index. If that is done through blueprints, using a parameter, it changes all the paricles UVs.
              What I would like is to have a "only process on spawn" (or something along those lines) checkbox like many other modules have. Is that possible?
              Thank you for the kind words.
              I don't know if what you want is possible. I have not yet found a way to modify existing particle modules that come with the engine, I can only create new ones.


              Also, I sent an update for 4.15 with a new module type: particle decals

              Here is an example:




              I also extended the "custom logic" module a bit to make it more powerful. Here is an example of a moving particle wave:




              But wait, there is more
              I added an option to dynamically update particle force points at runtime. For example in this video, the character updates the particle system's force points to its own position, creating a repelling effect:

              Last edited by Cultrarius; 02-21-2017, 03:43 PM. Reason: Added video
              Particle Editor Extension: Marketplace Page | Documentation
              Code plugin which extends your particle effect toolbox with new possibilities.


              SVG Importer Plugin: Marketplace Page | Gumroad Page
              Import SVG (scalable vector graphics) files as rasterized rendering or as multi-channel signed distance field.

              Comment


                #22
                Just out of curiosity, I need to add some custom modules to Cascade for a game. I gave up on adding modules that would be detectable in a launcher build of the game, since i was told it wasn't possible.

                To save me having to look, would you be able to explain how you added modules via a plugin that are detected by the engine?

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                  #23
                  Originally posted by TheJamsh View Post
                  Just out of curiosity, I need to add some custom modules to Cascade for a game. I gave up on adding modules that would be detectable in a launcher build of the game, since i was told it wasn't possible.

                  To save me having to look, would you be able to explain how you added modules via a plugin that are detected by the engine?
                  Yeah, before 4.15 it was a bit complex to add a custom particle module. As you noted, the ParticleModule class must be extendet, because Cascade seraches for all subclasses to create the particle editor. The problem is that the API of ParticleModule was declared as "minimal". So you can create a subclass of it, but you are not allowed to use any method of the parent class. This means I had to reimplement the whole ParticleModule class to have an abstract base class from which to create the actual modules.

                  As of 4.15 they changed the API modifiert so that this is no longer necessary. I still use my custom base class though, because that way I can share some additional functionality between the new modules, e.g. a start delay or loop settings.
                  I also added a custom logic module which allows you to create new particle effects in a blueprint, which from the looks of it is what EPIC is trying to do with Niagara
                  Particle Editor Extension: Marketplace Page | Documentation
                  Code plugin which extends your particle effect toolbox with new possibilities.


                  SVG Importer Plugin: Marketplace Page | Gumroad Page
                  Import SVG (scalable vector graphics) files as rasterized rendering or as multi-channel signed distance field.

                  Comment


                    #24
                    Ahhh well, that explains that then... I guess I'll have another go! Thanks for the quick reply

                    Out of interest, do you provide source in your plugin or no?

                    EDIT: Nvm worked it out. Nice! https://www.youtube.com/watch?v=W1_UmN_k80U
                    Last edited by TheJamsh; 04-06-2017, 12:17 PM.

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                      #25
                      Wrong thread.
                      Last edited by duke22; 11-15-2017, 01:47 AM.
                      George Rolfe.
                      Technical Coordinator at Orbit Solutions Pty Ltd.

                      Comment


                        #26
                        Hi,
                        First of all, thank you for this amazing plugin!
                        I tried to reproduce your Dynamic Particle Force Point demo found here https://www.youtube.com/watch?v=ryWmPyN4hqc.
                        I failed to have the thirdPerson character interact with the particles. Is there anything to add in the TPCharacter blueprint?
                        Can you upload your project please.
                        Thank you.
                        Cedric
                         

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