Game Development Reference
In-Depth Information
Building the particle system
To add a new particle system in the editor, you can just right-click inside your Content
Browser and press Particle System . And it will add one directly! Name it (in my case, it is
called choppingParticles ) and then double-click on it to open the particle system editor
(Cascade).
The Cascade editor is divided into four parts:
1. Emitters : This area holds your emitters. The powerful thing inside Unreal particles
is that a particle system can have as many emitters as you want with different
shapes and attributes.
2. It starts with one emitter which will be enough to make a sample for this game.
3. Viewport : This is a real-time view of your particle system, so you can check your
progress as you go. You don't have to run in a game mode to check it!
4. Details : This is a dynamic sensitive area, where its content will change according
to your current selected node, emitter, or option.
5. Curve Editor : Sometimes, entering the values will be better using curves rather
than float numbers.
Emitter should be one entity, but in fact, each part of the emitter is a whole new world
with its own list of options to be tweaked. You can also add many other unique options to
control the particle behaviors.
Keep in mind that working with particle systems requires an artist more than a programmer
or coder. The only changes I made for the particle system was changing Material in the
Required section to the one we made in the previous point. Set the Use Local Space to
true in the Required section too, to force the particles emitter to update in the local space.
From the Initial Size section, I changed the Max and Min values to 20.0 rather than 25.0
as it fits more fruits.
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