Anyone having an issue locating the 'Event Handler' @7:45, this is hidden in the emitter. If you click on the 'Stage' for the Rain_Streak (it has an orange cross next to it), it will give you the option to add the Event Handler.
I can't find the “Generate Collision Event” in Unreal 5.3.2 (NIAGARA)... It does not appear in event handler, it only appears in particles update... is this correct? and GPU COMPUTE???
one of the best tutorials i ever saw thank you!!!!! but iam working with unreal engine5 will be the effect more realistic with the new engine or do i need some different settings?
Bro, as a Ue4 teacher and content creator, I gotta say your tutorials are fire and easy to follow. Definitely recommending your vids to my students, keep it up!!
why is there no splash in unreal engine 5 i did everything the same but i only see the splash i i select in the oultiner the object but if i click out of the object i dont see the splash not even the litle dots and with texture
In UE5 the event handler has been hidden. In the Rain_Streak click on the 'Stage' at the top with the orange plus and it will give you the option to add the Event Handler.
Hello, thank you! But, I´ve noticed the puddles appear in random places in the level, not on the "ground floor" only. Even after reducing the radius. Do you know how to fix it?
@@aren4832 theres this box to check I was in 5.2 you need to check a box overide collision something like that and then you get access to generate collision event
hello, so i wanted to create this effect in ue5, but there's no tutorial on ue5 for this effect. so i followed yours, but it doesn't work. what to do different in ue5??
Im using UE5, i cant find the box location option in particle spawn part, there is grid location and shape location. Please let me know which one should i use. Im a beginner in UE.
Great Video! I'm using the first person template and the splashes appear really big when they collide with the capsule collider of the first person character. Is there any way to prevent this? I know turning off collision prevents it, but then you fall through everything.
may be, modify the splash material to be transparent when closer to camera. or find out if there is a way to scale down if it is closer to the player location, or camera location
@@CodeLikeMe Thanks! I found this video which makes the material transparent the closer you get th-cam.com/video/BbGAW5q84Pk/w-d-xo.html&ab_channel=EdwardBennett
enlarge the spawn area of particles to match the world. But beware of performance. I only make the rain particles spawn around player, so wherever you go, there will be rain,
I appreciate the video, but your approach of doing collission checks per frame on every single rain drop is too lazy to be useful because it costs too much performance. I did some testing and this costs ~10% of FPS, which is too much. There is a better way of doing this using top-down ortographic camera view to generate a height map around the player character to detect surface in form of height map, which works even with wind simulation. This way it's 10 to 100 times faster that per-frame collission checking on every rain drop.
perhaps you can send it to my facebook page. I'd love to explore what you suggested. also it would be very helpful for others as well. facebook.com/gamedevelopersclub/
@@CodeLikeMe euh instead of basic stuff more stuff that is trickier. Like a character following you and stuff. Or put fisheye lens on camera. There are a lot of basic tutorials but not more advanced stuff
@@HasimFN it's because it's a more simple editor than the base UE editor, so you can only do simple stuff also all of his videos mostly worked for me so it might be a skill issue combined with theses little differences between UE versions than screw with any tutorial but this can be fixed if you know what you're doing.
@@CodeLikeMe some use screen post-processing, some use a volume that follows the the players character. Simply scaling your effect doesn’t account for occlusion of the effect. It takes up memory by rendering outside of the cameras frustrum. You’ll have rain where you don’t want it.
anyone using unreal 5 if you don't see the event handler it's now located inside of +stage (to the right of emitter properties)
Thank you!!
Thank You. I was searching for the same
Anyone having an issue locating the 'Event Handler' @7:45, this is hidden in the emitter. If you click on the 'Stage' for the Rain_Streak (it has an orange cross next to it), it will give you the option to add the Event Handler.
if you cant find generate collision event under event handler like me, just wait because he later adds it to the particle update.
thank
I can't find the “Generate Collision Event” in Unreal 5.3.2 (NIAGARA)... It does not appear in event handler, it only appears in particles update... is this correct? and GPU COMPUTE???
me too
add generate collision event directly to the Particle Update section, NOT to the Event handler
one of the best tutorials i ever saw thank you!!!!!
but iam working with unreal engine5 will be the effect more realistic with the new engine or do i need some different settings?
Bro, as a Ue4 teacher and content creator, I gotta say your tutorials are fire and easy to follow. Definitely recommending your vids to my students, keep it up!!
I appreciate that!
hugging particles
Thank you for all of this tutorials. You help us a lot. Continue the great job👍
My pleasure!
why is there no splash in unreal engine 5 i did everything the same but i only see the splash i i select in the oultiner the object but if i click out of the object i dont see the splash not even the litle dots and with texture
Thank you so much. That was the best Niagara Rain in the youtube! So clear and smart and easy. Thank you
7:45 I don’t have an event handler option I’m on 5.3
Did you find a solution?
where's link to droplet file?
Hi, The hanging particles remain suspended above the rain. I have no error but the particles do not want to go to the ground
do you fixed bug?
Where can I download the video of how water collides with the earth?
Thanks for the tutorial but my splash particles are not rendering can you help me'
I guess collision events are not firing. But hard ti say why without inspecting code
@@CodeLikeMeI don't have the discord, how do I make you see it...
?
@@marco_martin I hope this is what you're looking for: HangingParticulates -> Event Handler Properties -> Update Attribute Initial Values UnCheck.
@@duxikait works! Thank you so much!
My "add event handler" isnt an option on UE5 any thoughts would really help
event handler option is changed in UE5. Watch this tutorial, there I used the updated event handler option th-cam.com/video/PP2Jd6w1MQA/w-d-xo.html
@@CodeLikeMe Hi I checked the arrow video you linked here and I can't see an event handler option at all?
In UE5 the event handler has been hidden. In the Rain_Streak click on the 'Stage' at the top with the orange plus and it will give you the option to add the Event Handler.
Thank you a lot! I am a beginner in Unreal and I still understood all you did it is super nice
Glad I could help!
That was a great tutorial. Thank you.
this is epic, thanks!
It would be amazing if you can make tutorial about procedural earth fog or desert dust. thank you so much.
Hello, thank you! But, I´ve noticed the puddles appear in random places in the level, not on the "ground floor" only. Even after reducing the radius. Do you know how to fix it?
Very nice tutorial! Thanks!
everything is working but for some reason i cant see the splashes and i checked the vid 3 times and everything is the same im on unreal 5.4
do you ssee them in wireframe mode?
@@CodeLikeMe hm i would have to check that i dont know but in normal mode i cant see them
@@CodeLikeMe Yes, I have the same issue and I can see them in wireframe mode
I dont have the generate collision event, only the receive collision event why so ?
Try in Particle Update section
@@aren4832 theres this box to check I was in 5.2 you need to check a box overide collision something like that and then you get access to generate collision event
Thanks so much mate! Amazing tutorial!
Glad it helped!
hello, so i wanted to create this effect in ue5, but there's no tutorial on ue5 for this effect. so i followed yours, but it doesn't work. what to do different in ue5??
I have implemented this on UE5 as well th-cam.com/video/a6tFXZhqVig/w-d-xo.html
Is it possible to make it so the rain leaves puddles?
this was very helpful. thank you so much
You're very welcome!
Thankyou man,You really helped me alot.
welcome
Im using UE5, i cant find the box location option in particle spawn part, there is grid location and shape location. Please let me know which one should i use. Im a beginner in UE.
I'm not too far in the tutorial yet but using shape location produces the same result as box location so far
hoepfully you found the answer to this but if you didn't the box/plane is in the shape location
There is any way to avoid the rain collision with the character? and a way to spawn another particle/behaviour for this case?
I'm sorry. I am not sure if it is possible to do that. need to research. But if you find a way, please let me know. I'd like to know that.
Hello, is it possible to use 3D assets for the rain in Niagara and spawn 3D splashes when the rain hits the ground?
Of course. You can use a mesh renderer module instead of sprite renderer
@@CodeLikeMe Thank you
awesome, thank you!
You're welcome!
Great Video! I'm using the first person template and the splashes appear really big when they collide with the capsule collider of the first person character. Is there any way to prevent this? I know turning off collision prevents it, but then you fall through everything.
may be, modify the splash material to be transparent when closer to camera.
or find out if there is a way to scale down if it is closer to the player location, or camera location
@@CodeLikeMe Thanks! I found this video which makes the material transparent the closer you get th-cam.com/video/BbGAW5q84Pk/w-d-xo.html&ab_channel=EdwardBennett
right but now theres splashes landing on the collision capsule around the player....
yeah, That is something I want to fix. have you found a solution yet?
Thanks a lot. Now I can finally use the 64x64 rain textures I ripped from FFXIV.
Cool!
omg how did you do that
Thanks man
Bro can you help with the sound of this?
I think I have already added a sound to the system
How can make it not rain inside a house please?
if the roof has collision, raindrops won't come inside
On unreal market?
No, but this video is free,
Thank you!
The sprite are kind of transparent in my level, don't know why
check the material setup. if you don't need any partial transparency, you can use a masked material
@@CodeLikeMe It was just the emissive of the material that had to be boosted
thanks you so much
3:40
could use a lot of RAM during runtime
its just 2 emitters. not that many particles.
10:17
Is it free?
how can i make the rain all around zhe world not just on a certain place?
enlarge the spawn area of particles to match the world. But beware of performance. I only make the rain particles spawn around player, so wherever you go, there will be rain,
Yeah, nothing works in UE5
Actually, its buggy, fixed something by restarting the engine, also scales are way different than in 4
you should show this to rockstar
Are you referring to the gta3 remaster rain?
@@CodeLikeMe yeah the "polka dots"
I appreciate the video, but your approach of doing collission checks per frame on every single rain drop is too lazy to be useful because it costs too much performance. I did some testing and this costs ~10% of FPS, which is too much.
There is a better way of doing this using top-down ortographic camera view to generate a height map around the player character to detect surface in form of height map, which works even with wind simulation. This way it's 10 to 100 times faster that per-frame collission checking on every rain drop.
Could you share how to do it?
@@anonymoususer2784 I am trying, but TH-cam keeps deleting my comment
perhaps you can send it to my facebook page. I'd love to explore what you suggested. also it would be very helpful for others as well.
facebook.com/gamedevelopersclub/
I would like to see this, as my 3090 drops from 120fps down to 40 when the collisions are on. looks good but not useable in a game. :(
Hi.
The metallic voice is very unpleasant. However, the tutorial is nice.
Why did you change your voice ?
can you make tutorials for unreal fortnite editor pls
what kind of videos would you like to see?
@@CodeLikeMe euh instead of basic stuff more stuff that is trickier. Like a character following you and stuff. Or put fisheye lens on camera. There are a lot of basic tutorials but not more advanced stuff
@@HasimFN But he does more this more advanced stuff, have you checked his channel?
@@Plaston_ yeah stuff that doesnt work on uefn
@@HasimFN it's because it's a more simple editor than the base UE editor, so you can only do simple stuff also all of his videos mostly worked for me so it might be a skill issue combined with theses little differences between UE versions than screw with any tutorial but this can be fixed if you know what you're doing.
Milk Rain
This is how not to make rain in ue5. This method is too expensive.
So, what's the alternative?
@@CodeLikeMe some use screen post-processing, some use a volume that follows the the players character. Simply scaling your effect doesn’t account for occlusion of the effect. It takes up memory by rendering outside of the cameras frustrum. You’ll have rain where you don’t want it.
trash low fps
shit comp, i'm getting 120fps+
@@cloudboysmusic5223 Hey trash, if you cant show me a simple clip that shows your 120 fps, shut the fu up, ok? trash
@@ColorBuffer trash being