

In Figure 3 we can see what the stack looks like after removing these modules.įigure 3. Electronic Niagara system after deleting unneeded modules. To improve the performance of any Niagara particle system it is important to keep as many modules as possible within the Spawn category to reduce frametime cost.įor the electricity effect, we can remove many modules included with the fountain emitter.

Modules in the Emitter Spawn and Particle Spawn categories are run once when the system is initialized, while modules in the Emitter and Particle Update section are run once per frame. Modules are broken into categories called Emitter, Particle, and Render (shown in Figure 3 by background color). An example of how these might appear can be seen in Figure 3. Each of these modules appears in an ordered stack on the right-hand side of the editor, which will be run in order from top to bottom.

The Niagara editor breaks all the functions of a particle system down into blocks called modules. With the emitter asset made, we need to open it and remove some modules we will not be using. We will modify this basic emitter to create the lightning effect to surround the laser bolts in our game. To follow this article, select the fountain basic emitter. To create a Niagara Emitter, right-click in the folder view and select Niagara Emitter under the FX submenu. This has the advantage of allowing us to mix parts of our particle system into other parts of our game. To create a Niagara particle system, first create the component emitters that will make up the particle system. This part focuses on the Niagara particle system and walks through how to make efficient and visually stunning CPU particle systems.įigure 1. SIGGRAPH demo. This article is Part 2 of a series made from the lessons learned when making the “CPU-Driven Chaos Physics: Adding Eye Candy in Unreal Engine* 4” demo for SIGGRAPH.
