I would say that important to know that in sequencer you can also tell the layer of the Niagara Parameter to "Keep State". If you right+click on the parameters timeline bar > select Properties > select the drop down bar on "when finished" > change the drop down to "Keep State". That way you're not having to se some strange value that might prevent you from previewing the emitter in other workspaces.
I am working with dust in my level and trying to simply export my scene as a png seq for cutting with other video in premiere. Everything exports great however the dust is not present t in the png sequence. I have looked everywhere to trouble shoot. Might you have any insight on how to burn in the dust or assure it gets exported in one way or another? Thank you so much, I appreciate your time.
Thanks for this. It does sound complicated. But your tutorial definitely helped, especially after I did your smoke tutorial. I had no idea how to put it in the level, until seeing this one.
Alternatively, you can: - use an Actor Sequence (beta plugin) as a component in a BP - set AutoReceiveInput (Player 0) under the ClassDefaults button in BP instead of calling EnableInput
I would say that important to know that in sequencer you can also tell the layer of the Niagara Parameter to "Keep State". If you right+click on the parameters timeline bar > select Properties > select the drop down bar on "when finished" > change the drop down to "Keep State". That way you're not having to se some strange value that might prevent you from previewing the emitter in other workspaces.
I am working with dust in my level and trying to simply export my scene as a png seq for cutting with other video in premiere. Everything exports great however the dust is not present t in the png sequence. I have looked everywhere to trouble shoot. Might you have any insight on how to burn in the dust or assure it gets exported in one way or another? Thank you so much, I appreciate your time.
Super 👌 Good explanation ...loving it make more videos related to level sequencer for cinematics,
Thanks for this. It does sound complicated. But your tutorial definitely helped, especially after I did your smoke tutorial. I had no idea how to put it in the level, until seeing this one.
Alternatively, you can:
- use an Actor Sequence (beta plugin) as a component in a BP
- set AutoReceiveInput (Player 0) under the ClassDefaults button in BP instead of calling EnableInput
this super helpful and very powerful thank you
Thanks for this series. Definitely helped wet the feet in Niagara waters. Now let's see how deeper we can go
Thank You!! ❤️
And again I found the exact answer I needed on your channel! (After wasting a lot of time elsewhere...)
I'm glad it helped!
Hey, again i have an issue where my inputs in editor just won't work whatever key binding i choose.
Hey man, are you hitting play to test the keyboard pressed and not play and simulate, and do you have a player start in your level?
@@gamedevoutpost9270 that was it thanks, didnt have player start
great. im watching all the playlist, but i cant find a way to link a particle system to an animated static mesh object and follow his position .
You should be able to child your system to your static mesh in a blueprint.
@@gamedevoutpost9270 ok, in this way im able to do it...
I was wondering if there is a way to do this through a variable. thx man
非常感谢,解决了困扰我的问题
Thank you!