Example for a custom Particle System VFX?
I'm trying to add a new rifle ammo type. I based it off a Shatter Rebar (inherited from it) and put it inside of a Rifle. It works, but there's a visual issue: pellet traces are being drawn not from a rifle's muzzle but from a pioneer's right ear. I can enable my rifle ammo for the rebar gun too and there it draws traces from the muzzle. So the issue is with the weapon model then? But what could it be? Both the Rebar Gun and the Rifle have
muzzle
socket in their meshes. Traces VFX doesn't use that socket, apparently.
Then i tried to bind to Event Play Effects
, which receives an array of hit results for each of the pellets. Hit results have fields (among others) Location
, TraceStart
and TraceEnd
. I had an idea to edit TraceStart
before calling the parent function, but i discovered that the parent function doesn't use TraceStart
. It uses TraceEnd
for the end point of a trace VFX and Location
for the dust VFX at the impact point, but not TraceStart
(or any other field from the hit result). So i have no idea what it uses as a start point and i can't control it because it doesn't take it from the input array.
So then i decided to create my own VFX and play that in EventPlayEffects
instead of calling the parent function. But that's where i'm stuck currently. I watched a couple of Niagara tutorials and made a test particle system, but i don't see any visuals when i spawn it in the game. Muzzle flash VFX isn't even a Niagara particle system, it's a legacy Cascade system, so i'm not sure if i should use Cascade too or if i should use Niagara.
So, has anyone managed to create a custom particle effect in a mod that has open source that i can study? Or maybe other tips regarding rifle shot traces.

Solution:
Jump to solution
I'm cooked, nevermind. Niagara works, just like cascade. I was trying to use the wrong variable.


11 Replies
there was that nuclear rife mod but I don't think it was ever published let along open source
This one? https://ficsit.app/mod/BBbzMxdkLazNrP
It claims a new particle effect. But yeah, it's broken and not open source.
AD-W: Uranium Rifle[UR](U 1.0.1) - SMR
Powerful Rifle and Magazine for a better nuclear protection!
could there be a component on the equipment actor it is using as the draw origin?
Doesn't look like it, rebar gun has only a skeletal mesh component and a couple of AK components (sound).

Cascade Particle System does spawn, here's a default cascade emitter attached to the muzzle socket.
I'm not sure but maybe the game has to do some setup to enable Niagara particle system support and Satisfactory, being a UE4 game originally, doesn't do that? I assumed that it should just work, but it just doesn't while the legacy cascade emitter works right away.
Well, maybe i should teach myself how to use Cascade instead, even though it appears to be a retired tech.

No, pretty sure Satisfactory uses Niagara as well, here's an old crash report that mentions Niagara https://steamcommunity.com/app/526870/discussions/1/3414305949102922602/.
I must be doing something wrong.
Niagra particle systems can have parameters fed into them. I suspect the misalignment is not some systemic problem with Niagra, but part of the effect your using not getting some data it expects. My own experiments with Niagara worked fine.
Nothing released and heavily tested though
Solution

I'm cooked, nevermind. Niagara works, just like cascade. I was trying to use the wrong variable.


as in, the "Spawn System Attached" node or the template?
as a side note, do you have any links to niagara/particle resources you found useful for learning? I plan to Eventually™ do stuff with that but have no foot in the door there yet
I meant the node "Spawn System Attached" (there's also "Spawn System at Location"), it simply works with no extra hoops. The "Niagara VFX" variable is of type
Niagara Particle System
, which i set in class defaults. I had confused myself initially by creating both that and a "Niagara Particle System Component" variable and then mixed them up and was trying to spawn a null system.
I plan to upload the source once i manage to get something presentable so it can serve as an example.
As for learning resources, i found this introductory video to Niagara very helpful, as well as this playlist about Cascade (legacy particle system). I came to realisation that Cascade and Niagara are very similar in how they work, so it was still very useful.
Also in the "-Shared" folder of Satisfactory there are folders "Particle" and "VFX" that contain textures and flipbooks for particle effects.SARKAMARI
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#UE5 Series: The Beginner's Guide to Niagara
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In this tutorial, we'll guide you through the fundamentals of the N...
Sweet, thanks for the info