Friday, December 1, 2023
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May Niagaras “add velocity” float be translated to actual life velocity akin to m/s?


the title speaks for itself… however i’m wondering if there’s a clear velocity that UE is basing its add velocity module on.
this could be useful when i wish to use it for various bullet sorts for lifelike shooter video games (though you’d set the speed up in bullet BPs not in niagara)
in any case, simply curious. can be good if somebody may clear this up :slight_smile:


Niagara makes use of the identical “1 UE unit = 1 centimeter” conference, so in case you set a linear (1,0,0) velocity and 1 velocity pace scale in Add Velocity module, it strikes the particle ahead 1 centimeter per second (if there is no such thing as a different velocity module in the identical emitter). If you wish to set “meter per second”, simply multiply the pace scale by 100.

Like you may have already stated, you’d do the bullet in BP as a substitute of Niagara, as a result of Niagara occasion handler might be fairly taxing. If you happen to connect the trailing Niagara impact on the bullet and have to check with the bullet’s pace in Niagara, you need to use the “Engine.Proprietor.Velocity” which is simply the resultant (world area) velocity of the actor.



1 Like

thanks! cleared all my query about this :+1:

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