Version: 4.26, 中文
Created: 2021-01-22, Updated: 2021-03-25
Author: Cyanhall
👉  Cyanhall@GitHub Star me if it’s helpful.
1. Preparation This is the effect we are going to make in this tutorial.

Note: The main content of this tutorial comes from the Content Examples that come with Unreal Engine

Tip: Use ⬆️ ⬇️ to turn the page up and down. We recommend browsing with a large screen for a better reading experience.
Preparation
3. Let's start the reconstruction Right click and select FX => Niagara System to create.
Let's start the reconstruction
4. Create Niagara System Select Empty template, click + and Finish
Create Niagara System
5. Create Niagara System As a result, we get a Niagara System asset, click to open it.
Create Niagara System
6. Empty Niagara System You can see that we have an empty Niagara system.
Empty Niagara System
7. Spawn Rate Click on the + sign to the right of the Emitter Update to add the Spawn Rate module.

Spawn Rate: Number of particles per second to spawn.
Spawn Rate
8. Spawn Rate Set the Spawn Rate value to 5.0.

Spawn 5.0 particle per second.
Spawn Rate
9. Attributes An important aspect of Niagara is something we call Attributes. These are bits of data that are saved alongside the various scripts.

An Emitter level attribute, for example, is a single piece of data for the entire emitter. In this tutorial here, a Float, called Emitter.SineWave.
Attributes
10. SineWave Click the + sign to the right of the Emitter Attributes to add a float attribute.
SineWave
11. SineWave Name this new property SineWave.
SineWave
12. SineWave Drag this property under Emitter Update.

If dragged into Emitter Spawn, its value would only be set once, on the first frame the emitter was born.

By setting it in Emitter update, that Attribute gets a new value every frame.
SineWave
13. Edit Attribute Modify the value type of the property to Sine function dynamic input.
Edit Attribute
14. Edit Attribute Set the value type of Normalized Angle to Multiply Float
Edit Attribute
15. Edit Attribute Link A with the Age attribute of the emitter
Edit Attribute
16. Edit Attribute Edit the value of B to 0.2.

In this case, we make ourselve a sinewave which is accessible by every single particle in the emitter, and we sample that sinewave in the "Add Velocity" module to spray oscillating particles as time goes on.
Edit Attribute
17. Initialize Particles Select Initialize Particles and set:

1. Lifetime to 3.0
2. Color Mode to Direct Set
3. Mesh Scale Mode is Uniform and its value is 3.0
Initialize Particles
18. Add Velocity Add Add Velocity module to the Particle Spawn section.
Add Velocity
19. Add Velocity Click the first Fix issue button to add its dependency on the SolveForcesAndVelocity module.
Add Velocity
20. Edit Velocity Set the value type of Velocity to Rotate Vector
Edit Velocity
21. Edit Velocity Set the Z value of Vector To Rotate to 100.0.
Edit Velocity
22. Edit Velocity Set the value type of Pitch to Multiply Float
Edit Velocity
23. Edit Velocity Set the A value of Pitch to the SineWave of the emitter.
Edit Velocity
24. Edit Velocity Set the B value of Pitch to 24.0.
Edit Velocity
25. Edit Velocity Set the time increment (Delta Time) of the velocity as a sine function (Sine).
Edit Velocity
26. Edit Velocity Set the value type of Normalized Angle to Multiply Float
Edit Velocity
27. Edit Velocity Sets the A value of Normalized Angle to the Age of the emitter.
Edit Velocity
28. Edit Velocity 1. Set the B value of Normalized Angle to 0.2.
2. Set the Scale value to 0.5.
3. Set the value of Bias to 1.
Edit Velocity
29. Initial Mesh Orientation Add Initial Mesh Orientation module to the Particle Spawn section.
Initial Mesh Orientation
30. Initial Mesh Orientation Set the value of Orientation Vector to the Velocity of the particle.
Initial Mesh Orientation
31. Update Mesh Orientation Add Update Mesh Orientation module to the Particle Update section.
Update Mesh Orientation
32. Update Mesh Orientation Add Update Mesh Orientation to the Particle Update module.
Update Mesh Orientation
33. Scale Mesh Size Add Scale Mesh Size module to the Particle Update section.
Scale Mesh Size
34. Scale Mesh Size Edit the Scale Factor's value to Vector 2DFrom Float.
Scale Mesh Size
35. Scale Mesh Size Set the value type of Value to Float from Curve
Scale Mesh Size
36. Scale Mesh Size Select the first point and edit its value to: (Time is 0.0, Value is 0.0).
Scale Mesh Size
37. Scale Mesh Size Mouse over the small red circle, right click, and select Add key to Curve.
Scale Mesh Size
38. Scale Mesh Size Set the Time of the newly added point to 0.25 and the Value to 1.
Scale Mesh Size
39. Scale Mesh Size In the same way, add a point: Time is 0.75 and Value is 1.

Then select each point, right-click, and select Auto.
Scale Mesh Size
40. Remove Sprite Renderer Select Sprite Renderer, right-click, and select Delete.
Remove Sprite Renderer
41. Add Mesh Renderer Add Mesh Render module to the Render section.
Add Mesh Renderer
42. Edit Mesh Renderer Select the value of Particle Mesh as S_Gnomon.
Edit Mesh Renderer
43. 🎉 Finish! 🎉 👉  Cyanhall@GitHub  Star me if it’s helpful.

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🎉 Finish! 🎉
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Preparation