3.
Let's start the reconstruction
Right click and select FX => Niagara System to create.
4.
Create Niagara System
Select Empty template, click + and Finish
5.
Create Niagara System
As a result, we get a Niagara System asset, click to open it.
6.
Empty Niagara System
You can see that we have an 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.
8.
Spawn Rate
Set the Spawn Rate value to 5.0.
Spawn 5.0 particle per second.
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.
10.
SineWave
Click the + sign to the right of the Emitter Attributes to add a float attribute.
11.
SineWave
Name this new property 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.
13.
Edit Attribute
Modify the value type of the property to Sine function dynamic input.
14.
Edit Attribute
Set the value type of Normalized Angle to Multiply Float
15.
Edit Attribute
Link A with the Age attribute of the emitter
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.
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
18.
Add Velocity
Add Add Velocity module to the Particle Spawn section.
19.
Add Velocity
Click the first Fix issue button to add its dependency on the SolveForcesAndVelocity module.
20.
Edit Velocity
Set the value type of Velocity to Rotate Vector
21.
Edit Velocity
Set the Z value of Vector To Rotate to 100.0.
22.
Edit Velocity
Set the value type of Pitch to Multiply Float
23.
Edit Velocity
Set the A value of Pitch to the SineWave of the emitter.
24.
Edit Velocity
Set the B value of Pitch to 24.0.
25.
Edit Velocity
Set the time increment (Delta Time) of the velocity as a sine function (Sine).
26.
Edit Velocity
Set the value type of Normalized Angle to Multiply Float
27.
Edit Velocity
Sets the A value of Normalized Angle to the Age of the emitter.
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.
29.
Initial Mesh Orientation
Add Initial Mesh Orientation module to the Particle Spawn section.
30.
Initial Mesh Orientation
Set the value of Orientation Vector to the Velocity of the particle.
31.
Update Mesh Orientation
Add Update Mesh Orientation module to the Particle Update section.
32.
Update Mesh Orientation
Add Update Mesh Orientation to the Particle Update module.
33.
Scale Mesh Size
Add Scale Mesh Size module to the Particle Update section.
34.
Scale Mesh Size
Edit the Scale Factor's value to Vector 2DFrom Float.
35.
Scale Mesh Size
Set the value type of Value to Float from Curve
36.
Scale Mesh Size
Select the first point and edit its value to: (Time is 0.0, Value is 0.0).
37.
Scale Mesh Size
Mouse over the small red circle, right click, and select Add key to Curve.
38.
Scale Mesh Size
Set the Time of the newly added point to 0.25 and the Value to 1.
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.