Version: 4.26, 中文
Created: 2021-02-22, 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 The result of one simulation can be used to drive multiple renderers.

This example shows one point simulation driving a sprite, mesh, ribbon renderer.
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. 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
9. Spawn Rate Set the Spawn Rate value to 2.5.

Spawn 2.5 particle per second.
Spawn Rate
10. Initialize Particles Select Initialize Particles and set.

1. Lifetime is 6.0
2. Color Mode is Direct Set and sets its value to (0, 1, 0.3, 1)
3. Sprite Size Mode is Uniform and has a value of 8.0
4. Mesh Scale Mode is Non-Uniform and its value is (1, 1.5, 1.5)
Initialize Particles
11. Set Parameter Add Set new or existing parameter directly module to the Particle Spawn section.
Set Parameter
12. Set Parameter Add a Linear Color parameter.
Set Parameter
13. Set Parameter Select to rename this parameter
Set Parameter
14. Set Parameter Rename this parameter to RibbonColor
Set Parameter
15. Set Parameter Add RibbonWidth parameter
Set Parameter
16. Set Parameter Set the value of RibbonWidth to 2.5

Renderer Bindings, such as Color, or Scale, are set under the hood within many modules, but can also be set directly in the stack as you see here with RibbonColor or RibbonWidth.

If you create a new Parameter in the parameters pane, you can drag it directly into the stack to set it.
Set Parameter
17. Sphere Location Add the Sphere Location module in the Particles Spawn section.
Sphere Location
18. Sphere Radius 1. Set Sphere Radius to 95.0
2. Turn on Surface Only Band Thickness and set its value to 2.5

Surface Only Band Thickness: Spawn particles only on the surface of the sphere.
Sphere Radius
19. Vortex Velocity Add Vortex Velocity module to the Particle Update section.
Vortex Velocity
20. Vortex Velocity Click the first Fix issue button to add its dependency on the SolveForcesAndVelocity module.
Vortex Velocity
21. Vortex Velocity Set the value type of Velocity Amount to Random Range Float
Vortex Velocity
22. Vortex Velocity 1. Set the Minimum value of Velocity Amount to 50.0 and the Maximum value to 150.0.
2. Set the Elevation Type value for Velocity Amount to Every Frame
3. Set the Vortex Axis value to Random Vector
Vortex Velocity
23. Scale Sprite Size Add the Scale Sprite Size module to the Particles Update section.
Scale Sprite Size
24. Scale Sprite Size Edit the Scale Factor's value to Vector 2DFrom Float.
Scale Sprite Size
25. Scale Sprite Size Set its value type to Float from Curve.
Scale Sprite Size
26. Scale Sprite Size Edit this curve to control its value over time
Scale Sprite Size
27. Scale Sprite Size Select the first point and drag it to the bottom.

Note: Here you can also select this point and directly set its Time to: 0 and Value to 0.
Scale Sprite Size
28. Scale Sprite Size Mouse over the small red circle, right click, and select Add key to Curve.
Scale Sprite Size
29. Scale Sprite Size Set the Time of the newly added point to 0.06 and the Value to 1.
Scale Sprite Size
30. Scale Sprite Size In the same way, add a point: Time is 0.92 and Value is 1.
Scale Sprite Size
31. Scale Mesh Size Add Scale Mesh Size module to the Particle Update section.
Scale Mesh Size
32. Scale Mesh Size Edit the Scale Factor's value to Vector 2DFrom Float.
Scale Mesh Size
33. Scale Mesh Size Set the value type of Value to Float from Curve
Scale Mesh Size
34. Scale Mesh Size Select the first point and edit its value to: (Time is 0.0, Value is 0.0).
Scale Mesh Size
35. Scale Mesh Size Mouse over the small red circle, right click, and select Add key to Curve.
Scale Mesh Size
36. Scale Mesh Size Set the Time of the newly added point to 0.12 and the Value to 1.
Scale Mesh Size
37. Scale Mesh Size In the same way, add a point: Time is 0.88 and Value is 1.
Scale Mesh Size
38. Add Mesh Renderer Add Mesh Render module to the Render section.
Add Mesh Renderer
39. Edit Mesh Renderer Select the value of Particle Mesh as S_Arrow.
Edit Mesh Renderer
40. Edit Mesh Renderer Select the value of Facing Mode as Velocity.
Edit Mesh Renderer
41. Ribbon Renderer Add Ribbon Renderer module to the Render section.
Ribbon Renderer
42. Ribbon Renderer Set the value of Material to M_SimpleBeam
Ribbon Renderer
43. Ribbon Renderer Set the value of Color Binding to RibbonColor

Each renderer shows its' bindings under the 'Bindings' category. Those bindings can even be overridden with custom attributes if desired, so multiple sprite renderers could each be driven by a different size attribute, for example.
Ribbon Renderer
44. 🎉 Finish! 🎉 👉  Cyanhall@GitHub  Star me if it’s helpful.

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Preparation