Version: 4.26, 中文
Created: 2021-02-20, Updated: 2021-02-25
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

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Preparation
Full Tutorials
3. Introduction Dynamic Beams have endpoints and tangents which are recalculated every frame.
Introduction
4. Let's start the reconstruction Right click and select FX => Niagara System to create.
Let's start the reconstruction
5. Create Niagara System Select Empty template, click + and Finish
Create Niagara System
6. Create Niagara System As a result, we get a Niagara System asset, click to open it.
Create Niagara System
7. Empty Niagara System You can see that we have an empty Niagara system.
Empty Niagara System
8. Beam Emitter Setup Add Beam Emitter Setup module to the Emitter Update section.
Beam Emitter Setup
9. Beam Emitter Setup 1. Set the value of Beam End to (8350, -1500, 100).
2. Turn on Absolute Beam End.
3. Turn on Use Beam Tangents
4. Set the value type of Beam Start Tangent to Multiply Vector by Float.
Beam Emitter Setup
10. Beam Emitter Setup Set the Vector of Beam Start Tangent to SystemXAxis.
Beam Emitter Setup
11. Beam Emitter Setup 1. Set the Float of Beam Start Tangent to 0.5.
2. Set the value type of Beam End Tangent to Multiply Vector by Float.
Beam Emitter Setup
12. Beam Emitter Setup Set the Vector of Beam End Tangent to SystemXAxis.
Beam Emitter Setup
13. Beam Emitter Setup Set the Float of Beam End Tangent to 0.5.
Beam Emitter Setup
14. Spawn Burst Instantaneous Click on the + sign to the right of the Emitter Update to add the Spawn Burst Instantaneous module
Spawn Burst Instantaneous
15. Spawn Burst Instantaneous Set Spawn Count to 100.0
Spawn Burst Instantaneous
16. Remove Initialize Particles Delete Initialize Particles module.
Remove Initialize Particles
17. Spawn Beam Add Spawn Beam module to the Particle Spawn section.
Spawn Beam
18. Initialize Ribbon Add Initialize Ribbon module to the Particle Spawn section.
Initialize Ribbon
19. Initialize Ribbon 1. Set Lifetime to 10.0
2. Turn off Mass and Color3. Set Ribbon Width to 4.0
Initialize Ribbon
20. Update Beam Add Update Beam module to the Particle Update section.
Update Beam
21. Rotate Around Point Add Rotate Around Point module to the Particle Update section.
Rotate Around Point
22. Rotate Around Point Set the value type of Rotation Phase to Multiply Float
Rotate Around Point
23. Rotate Around Point Rotation Phase is an offset to the accumulated rotation value. This can be used to randomize or manually control each particle's rotation value.

Set the value of A to RibbonLinkOrder
Rotate Around Point
24. Rotate Around Point 1. Set the value of B to 5
2. Set the value of Rotation Rate to -1.
3. Set the value type of Radius to New Expression.
Rotate Around Point
25. Rotate Around Point 1. Set the value of Radius to (1.0f-(abs((Particles.RibbonLinkOrder)-0.5f)*2.0f))*500.0f
2. Set the value of Rotation Center to Particles.Position
Rotate Around Point
26. Rotate Around Point Set the value of the X Axis to Particles.BeamSplineNormal
Rotate Around Point
27. Rotate Around Point Set the value of the Y Axis to Particles.BeamSplineBinormal
Rotate Around Point
28. Color Add Color module to the Particle Update section.
Color
29. Color Set the value type of Color to Lerp Linear Color
Color
30. Color 1. Set the StartColor to (0, 0.3, 3, 1) and the EndColor to (1.25, 0, 0.05, 1).
2. Set the LerpFactor to RibbonLinkOrder
Color
31. Remove Sprite Renderer Select Sprite Renderer, right-click, and select Delete.
Remove Sprite Renderer
32. Ribbon Renderer Add Ribbon Renderer module to the Render section.
Ribbon Renderer
33. Ribbon Renderer Set the value of Material to DefaultRibbonMaterial
Ribbon Renderer
34. 🎉 Finish! 🎉 👉  Cyanhall@GitHub  Star me if it’s helpful.

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🎉 Finish! 🎉
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Preparation