Tuesday, December 5, 2023
HomeVisual EffectsTaking part in a Niagara System in Reverse

Taking part in a Niagara System in Reverse


Hey all once more,

Been awhile and thanks once more for all of the assist in previous occasions.

So I needed to ask everybody their ideas on reversing a Niagara system, as in enjoying a Niagara system in realtime backwards.

From preliminary experiments I believed because it may play backwards within the sequencer, that I’d be capable to do the identical in actual time. Nonetheless after investigation, it looks as if technically if you end up enjoying a Niagara system backwards its really doing one other sim, so in my scenario that isn’t what I’m searching for.

After trying additional into it, I’ve examine driving a Niagara programs not by time however by a price that I cross in.

The top purpose is to have the ability to play a Niagara system by a parameter (set between 0-1) in order that at 1 its the top of the programs life cycle and 0 is the beginning, so it may be performed backwards and forwards.

I puzzled if this was a legitimate approach of going? Anybody had expertise on this or have a greater advice?

All enter is all the time appreciated, cheers all!


It appears like one thing in Life Is Unusual 1, isn’t it? I don’t have any precise expertise in such impact, however I feel UE 5.1’s new characteristic for Niagara “Simulation Cache” would curiosity you, but it surely’s an early experimental characteristic. There is no such thing as a official documentation about it in any way, I don’t see any related useful resource in Epic’s Content material Examples both, however I could possibly be unsuitable. Even if you happen to may get Sim Cache to work now, there isn’t any assure it could work within the subsequent UE replace.

A relatively primitive method as you’ve already steered is to make use of a float person parameter to behave as a lerp alpha/curve index/time base to slip between the preliminary and vacation spot positions of all particles. You may’t rewind velocity/power pushed movement (not with out Sim Cache anyway), so all particle actions should be faked by direct manipulation of the binding place attribute.

I set the System attribute “CustomTime” in System Replace stage so I don’t want to make use of a BP to regulate the person parameter or slide the time worth manually. Once more you’d expose the float worth by way of person parameter and fetch the time worth from blueprint.

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