Recreate the Starter Content Sparks Effect in Niagara

This how-to shows how to recreate the Starter Content's Cascade sparks effect using Niagara.

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Prerequisite Steps:

This how-to uses the M_smoke_subUV, M_Spark, and M_Radial_Gradient materials, which can be found with the Starter Content. If you have not done so already, make sure that your project includes the Starter Content. This how-to also uses the FX_Smoke emitter created in the how-to Create a Sprite Particle Effect in Niagara .

In the Starter Content, there are several particle effects provided. These particle effects were all created in Cascade. In this how-to, you will learn how to recreate the Cascade sparks effect in Niagara. This example will help you move from Cascade to Niagara.

To recreate the Sparks effect included in the Starter Content, you will need to make three Niagara emitters: one for the fountain of sparks, one for the spark at the center, and one for the small stream of smoke rising from the fountain of sparks. You will start with the smoke emitter, because you can create it using a copy of an existing emitter.

Create the Smoke Emitter and the Sparks System

Unlike in Cascade, Niagara emitters and systems are independent. The current recommended workflow is to create a system from existing emitters or emitter templates.

  1. Create a new folder for this How-To in the Content folder for your project.

  2. Make a copy of the FX_Smoke emitter you created in Create a Sprite Particle Effect in Niagara .

    Click image for full size.

  3. Drag this duplicate emitter to the folder you created in step 1. In the popup context menu, select Move.

  4. Rename the copied emitter FX_SparksSmoke.

    Rename Emitter

  5. Now create a system for your spark effect. Right-click on your new steam emitter, and select Create Niagara System.

    Click image for full size.

    There are multiple ways to create new Niagara systems. Because you are starting with an emitter you have already created, the method used here quickly creates a system containing that emitter. However, as you saw in the Create a Sprite Particle Effect how-to, there are emitter and system wizards that give you many other options for creating and setting up a Niagara system.

  6. Name the system SparkFountain.

    Name System

  7. Open your Level in the Level Editor, if it isn’t open already. Drag the SparkFountain system into your Level.

    When you make a particle effect, it is always a good idea to drag your system into your level. This gives you a chance to see every change and edit in context. Any changes you make to the system automatically propagate to the instance of the system in your level.

    Drag the System into the Level

Smoke Emitter - Edit the Emitter Update Settings

  1. In the System Overview, click the Emitter Update group to open it in the Selection panel.

    Click image for full size.

  2. Open the Emitter State module. This module controls time and scalability for this emitter. Click the dropdown and set the Life Cycle Mode to System. This enables your system to calculate life cycle settings, which usually optimizes performance. By default, the system loops infinitely on a 5 second interval.

    Click image for full size.

  3. Open the Spawn Rate module. Change the Spawn Rate setting to 20.

    Click image for full size.

Smoke Emitter - Edit the Particle Spawn Settings

Next, you will edit the modules in the Particle Spawn group. These are behaviors that apply to particles when they first spawn.

  1. In the System Overview, click the Particle Spawn group to open it in the Selection panel.

    Click image for full size.

  2. Open the Initialize Particle module. Under Point Attributes, expand Lifetime. Change the Minimum and Maximum values to the following.

    Click image for full size.

    Parameter

    Value

    Minimum

    2.0

    Maximum

    3.0

  3. Locate the Color parameter. Change the RGB values to the following.

    Click image for full size.

    Parameter

    Value

    Red

    .3

    Green

    .3

    Blue

    .3

  4. Under Sprite Attributes, expand Sprite Size. Change the Minimum and Maximum values to the following.

    Click image for full size.

    Parameter

    Value

    Minimum

    20

    Maximum

    40

  5. Open the Add Velocity module. Change the Velocity Minimum and Maximum values to the following.

    Click image for full size.

    Parameter

    Value

    Minimum

    X: 0, Y: 0, Z: 25

    Maximum

    X: 1, Y: 1, Z: 35

  6. Open the Sphere Location module. Change the Sphere Radius value to 5.

    Click image for full size.

Smoke Emitter - Edit the Particle Update Settings

Now you will edit the modules in the Particle Update group. These behaviors apply to an emitter's particles and update each frame.

  1. In the System Overview, click the Particle Update group to open it in the Selection panel.

    Click image for full size.

  2. Open the Acceleration Force module. Set the Acceleration values to X: 0, Y: 0, Z: 20.

    Click image for full size.

  3. Open the Scale Color module. Click to deselect the box next to Scale RGB. Set the keys on the Scale Alpha curve to the following:

    Click image for full size.

    Key Number

    Time

    Value

    1

    0.0

    1.0

    2

    0.7

    0.0

Add the Spark Burst Emitter to the System

Next, you will create the spark burst at the center of the effect.

  1. Right-click in the System Overview of your SparkFountain system. Click Add Emitter, and a list of existing emitters will display.

    Click image for full size.

  2. In the list of available emitters, click View Options to open a list of options. Check the boxes for Show Engine Content and Show Plugin Content. Now the list of available emitters will show all emitter templates included with Niagara.

    Click image for full size.

  3. From the list of emitters, select the Simple Sprite Burst template.

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  4. The default name for the template emitter is SimpleSpriteBurst, but you can rename it. Click on the emitter name, and the field becomes editable. Name the new emitter FX_SparkBurst.

    Click image for full size.

Spark Burst Emitter - Edit Render Settings

The Render group is last in the stack, but you need to change the material so that the effect displays the way it is supposed to.

  1. In the System Overview, click the Render group to open it in the Selection pane.

    Click image for full size.

  2. Under Sprite Renderer, click the dropdown for Material, and select the M_Spark material.

    Click image for full size.

Spark Burst Emitter - Edit the Emitter Update Settings

First, you will edit the modules in the Emitter Update group. These are behaviors that apply to the emitter, and that update each frame.

  1. In the System Overview, click the Emitter Update group to open it in the Selection panel.

    Click image for full size.

  2. Remove the Sprite Burst Instantaneous module by clicking the Trashcan icon.

    Click image for full size.

  3. Open the Emitter State module. This module controls time and scalability for this emitter. Because you used the Simple Sprite Burst template, the Life Cycle Mode is set to Self. Normally this is used for complete customization of emitter life cycle logic for this specific emitter, but it is not needed for this effect. Click the dropdown and set the Life Cycle Mode to System. This enables your system to calculate life cycle settings, which usually optimizes performance. By default, the system loops infinitely on a 5 second interval.

    Click image for full size.

  4. Click the Plus sign (+) for Emitter Update, and select Spawning > Spawn Rate. You can also type spawn in the search bar, as shown below.

    Click image for full size.

  5. Open the Spawn Rate module. Set the Spawn Rate to 8, and the Spawn Group to 1.

    Click image for full size.

Spark Burst Emitter - Edit the Particle Spawn Settings

Next, you will edit the modules in the Particle Spawn group. These are behaviors that apply to particles when they first spawn.

  1. In the System Overview, click the Particle Spawn group to open it in the Selection panel.

    Click image for full size.

  2. Under Point Attributes, set the Lifetime to .2.

    Click image for full size.

  3. Click the dropdown next to the Mass value field, and select Dynamic Inputs > Uniform Ranged Float. You can also type uniform in the search bar, as shown below.

    Click image for full size.

  4. Set the Mass Minimum and Maximum to the following:

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    Parameter

    Value

    Minimum

    .6

    Maximum

    1.0

  5. Under Sprite Attributes, expand Sprite Size. Click the dropdown next to the X and Y value fields, and select Dynamic Inputs > Uniform Ranged Vector 2D. You can also type uniform in the search bar, as shown below.

    Click image for full size.

  6. Set the Sprite Size Minimum and Maximum to the following:

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    Parameter

    Value

    Minimum

    X: 20, Y: 20

    Maximum

    X: 45, Y: 35

  7. Click the box next to Sprite Rotation to enable it. Click the dropdown next to the Value field, and select Dynamic Inputs > Uniform Ranged Float. You can also type uniform in the search bar, as shown below.

    Click image for full size.

  8. Set the Minimum and Maximum to the following:

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    Parameter

    Value

    Minimum

    -10

    Maximum

    30

  9. Click the Plus sign (+) for Particle Spawn, and select Velocity > Add Velocity. You can also type velocity in the search bar, as shown below.

    Click image for full size.

  10. Open the Add Velocity module. Click the dropdown next to the value, and select Dynamic Inputs > Uniform Ranged Vector.

    Click image for full size.

  11. Set the Velocity Minimum and Maximum to the following:

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    Parameter

    Value

    Minimum

    X: 0, Y: 0, Z: 0

    Maximum

    X: 5, Y: 5, Z: 5

  12. Click the Plus sign (+) for Particle Spawn, and select Location > Sphere Location. You can also type sphere in the search bar, as shown below.

    Click image for full size.

  13. Open the Sphere Location module. Set the Sphere Radius to 5.

    Click image for full size.

Spark Burst Emitter - Edit the Particle Update Settings

Now you will edit the modules in the Particle Update group. These behaviors apply to an emitter's particles and update each frame.

  1. In the System Overview, click the Particle Update group to open it in the Selection panel.

    Click image for full size.

  2. Open the Scale Color module. For Scale RGB, set the RGB values to the following.

    Click image for full size.

  3. For Scale Alpha, set the alpha stops to the following.

  4. Click the Plus sign icon (+) for Particle Update, and select Size > Scale Sprite Size. You can also type size in the search bar, as shown below.

    Click image for full size.

  5. Open the Scale Sprite Size module. Click the dropdown next to the Scale Factor value field, and select Dynamic Inputs > Uniform Ranged Vector. You can also type uniform in the search bar, as shown below.

    Click image for full size.

  6. Set the Scale Factor Minimum and Maximum to the following:

    Click image for full size.

    Parameter

    Value

    Minimum

    X: 1.0, Y: 2.5

    Maximum

    X: 3.5, Y: 5.0

Add the Radial Sparks Emitter to the System

  1. Right-click in the System Overview of your SparkFountain system. Click Add Emitter, and a list of existing emitters will display.

    Click image for full size.

  2. From the list of emitters, select the Simple Sprite Burst template.

    Click image for full size.

  3. The default name for the template emitter is SimpleSpriteBurst, but you can rename it. Click on the emitter name, and the field becomes editable. Name the new emitter FX_SparksRadial.

    Click image for full size.

Radial Sparks Emitter - Edit Render Settings

The Render group is last in the stack, but you need to change the material so that the effect displays the way it is supposed to.

  1. In the System Overview, click the Render group to open it in the Selection panel.

    Click image for full size.

  2. Click the dropdown for Material, and select the M_Radial_Gradient material. This material is part of the Starter Content.

    Click image for full size.

  3. Click the dropdown for Alignment and select Velocity Aligned.

    Click image for full size.

Radial Sparks Emitter - Edit the Emitter Update Settings

First, you will edit the modules in the Emitter Update group. These are behaviors that apply to the emitter, and that update each frame.

  1. In the System Overview, click the Emitter Update group to open it in the Selection panel.

    Click image for full size.

  2. Remove the Sprite Burst Instantaneous module by clicking the Trashcan icon.

    Click image for full size.

  3. Open the Emitter State module. This module controls time and scalability for this emitter. Because you used the Simple Sprite Burst template, the Life Cycle Mode is set to Self. Normally this is used for complete customization of emitter life cycle logic for this specific emitter, but it is not needed for this effect. Click the dropdown and set the Life Cycle Mode to System. This enables your system to calculate life cycle settings, which usually optimizes performance. By default, the system loops infinitely on a 5 second interval.

    Click image for full size.

  4. Click the Plus sign icon (+) for Emitter Update, and select Spawning > Spawn Rate. You can also type spawn in the search bar, as shown below.

    Click image for full size.

  5. Open the Spawn Rate module. Set the Spawn Rate to 500.

    Click image for full size.

Radial Sparks Emitter - Edit Particle Spawn Settings

Next, you will edit the modules in the Particle Spawn group. These are behaviors that apply to particles when they first spawn.

  1. In the System Overview, click the Particle Spawn group to open it in the Selection panel.

    Click image for full size.

  2. Open the Initialize Particle module. Under Point Attributes, expand Lifetime. Set the Lifetime Minimum and Maximum to the following:

    Click image for full size.

    Parameter

    Value

    Minimum

    .2

    Maximum

    .7

  3. Expand Mass. Set the Minimum and Maximum to the following:

    Click image for full size.

    Parameter

    Value

    Minimum

    .3

    Maximum

    .6

  4. Expand Color. Set the RGB values to the following:

    Click image for full size.

    Parameter

    Value

    Red

    2

    Green

    8

    Blue

    20

  5. Under Sprite Attributes, click the box to enable Sprite Size and expand it. Set the following values: X: .25, Y: .5.

    Click image for full size.

  6. Click the box to disable Sprite Rotation.

  7. Click the Plus sign icon (+) for Particle Spawn, and select Mass > Calculate Size and Rotational Inertia by Mass. You can also type calculate in the Search bar, as shown below.

    Click image for full size.

  8. Open the Calculate Size and Rotational Inertia by Mass module. Under Density, set Density by Material Type to Water.

    Click image for full size.

  9. Under Proportions, change the Height to .5.

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  10. Click the Plus sign icon (+) for Particle Spawn, and select Velocity > Add Velocity. You can also type velocity in the Search bar, as shown below.

    Click image for full size.

  11. Open the Add Velocity module. Set the Velocity Minimum and Maximum to the following:

    Click image for full size.

    Parameter

    Value

    Minimum

    X: 100, Y: 100, Z: 300

    Maximum

    X: 90, Y: 90, Z: 500

  12. Set the Scaled Added Velocity to X: 3, Y: 4, Z: 1.

    Click image for full size.

  13. Click the Plus sign icon (+) for Particle Spawn, and select Location > Sphere Location. You can also type sphere in the Search bar, as shown below.

    Click image for full size.

  14. Open the Sphere Location module. Set the Sphere Radius to 2.0.

    Click image for full size.

Radial Sparks Emitter - Edit the Particle Update Settings

Now you will edit the modules in the Particle Update group. These behaviors apply to an emitter's particles and update each frame.

  1. In the System Overview, click the Particle Update group to open it in the Selection panel.

    Click image for full size.

  2. Click the Plus sign icon (+) for Particle Spawn, and select Forces > Gravity Force.

    Click image for full size.

  3. Because Niagara adds new modules to the bottom of the group's stack, you will get an error stating "The module has unmet dependencies." That is because the Gravity Force module was placed after the Solve Forces and Velocity module. Click the Fix Issue button to move the module and resolve the error.

    Click image for full size.

  4. Open the Gravity Force module. Change the Z value to -4500.

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  5. Click the Plus sign icon (+) for Particle Spawn, and select Forces > Drag.

    Click image for full size.

  6. Open the Drag module. Set the Drag value to 1.7.

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  7. Click the Plus sign (+) and select Collision > Collision. You can also type collision in the search bar, as shown below.

    Click image for full size.

  8. You will get an error stating "The module has unmet dependencies." Click the Fix Issue button to move the Collision module above the Solve Forces and Velocity module, which resolves the error.

  9. Open the Collision module. Under Bounce, set the Restitution value to .4.

    Click image for full size.

  10. Under Friction, set the Friction value to .2.

    Click image for full size.

  11. Remove the Scale Color module by clicking the Trashcan icon.

    Click image for full size.

  12. Click the Plus sign (+) and select Size > Scale Sprite Size by Speed. You can also type size in the search bar, as shown below.

    Click image for full size.

  13. Open the Sprite Size Scale by Speed module. Set the Scale Factor Minimum and Maximum to the following:

    Click image for full size.

    Parameter

    Value

    Minimum

    X: 0, Y: 3

    Maximum

    X: .5, Y: 6

  14. Set the Velocity Threshold value to 3000.

    Click image for full size.

End Result

Congratulations! After following these steps, the SparkFountain system in your level will produce a fountain of sparks similar to the one in the video below. On the left you can see the Niagara fountain of sparks, and on the right is the Cascade fountain of sparks.

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