Thank you! I already have one for a torch, which is somewhat the same. In the future though that option is definitely open to make fire spread or something!
Great tutorial! Quick question, whenever I walk straight the rain looks fine but when I turn my player camera they start falling sideways/random directions.
@@TheAverageDev1 Thanks for responding! I have the Niagara system attached to the capsule component. I tried attaching it to just about everything else with no luck but I forgot to mention I'm running 5.3.2 (not sure if anything changed about it on this particular version) and I have the character rigged up to be a "true first person character", so I imagine it has to do with the way I have my character set up. I ended up just making a very large one and put it in the level. (The level I'm making is VERY dark and you don't see very far so I'm guessing that's why it didn't disturb performance very much in my case). Thanks again for the tutorial! It was very helpful.
Hi, I would like to invite you to the "Unreal Expand Game Challenge," where 5 developers will collaboratively build a game in Unreal Engine without direct communication. It's like a game jam where each developer has 5 hours and adds their own part. I would be happy if you took part. Thank you, and keep up the great content!
Is there a way instead of spawning particles we can spawn actors? like projectiles? I'm trying to get like a hailstorm attack where ice shards fall from the sky and they all fall at the same time
Niagara has collision detection, but it is pretty expensive. Spawning a bunch of actors is also very expensive. You can simply put the particle system inside a blueprint with a sphere collision. Then with a looping timer you apply damage to everything in the sphere collision.
I love how you went straight to the tutorial
Fr, so nice and refreshing to see
I love how you explain everything instead of just saying check this box
Thanks!
This was the absolute best tutorial on niagara Rain. Thanks. Many other tutorials in this subject are so bad.
Really good tutorial. Straight to the point , no sponsors , no yapping ,simple and easy and for free. You just won a subscriber
Thanks for subbing!
Awesome, thanks for the help. I also think changing the Alpha to 0.1 in the color picker makes the rain look a lot less distracting.
No problem! And yea a lot of stuff is open for personal customization. Glad it helped!
Great tut!!
Finally after all this time and wasted money. This is what I needed. I subbed please make more content regarding UE5 tutorials ❤
Amazing! Thank you!
Is there a way to make the rain ripple / splash when it hits the ground?
Wish your TH-cam page was bigger cuz you deserve it great video Ty
Ty! I appreciate that, although I just make videos for fun really.
This is the best tutorial I have seen so far on rainfall. Thank you bro. Could you please upload how to make fire in niagara..?
Thank you! I already have one for a torch, which is somewhat the same. In the future though that option is definitely open to make fire spread or something!
Love this, great video! thank you
You’re welcome!
Top tier work. Thank you!
Thank you too, appreciate the feedback!
Thanks, that was very useful!
thanks bro helped me out a bunch
Glad to hear it!
Nice and easy, thanks a lot. A 👍 was the min
Glad you enjoyed!
awesome!
Thanks!
Doing good brother
Thanks helped a lot
thank you
You’re welcome!
tanx bro🤩
Very helpful vid, but I was wondering how you add audio to the rain.
Try adding an audio component to the player. May have to mess around with it for a bit, but it should work!
@@TheAverageDev1 thanks
Great tutorial! Quick question, whenever I walk straight the rain looks fine but when I turn my player camera they start falling sideways/random directions.
You may of parented the particle system to the camera or spring arm component.
@@TheAverageDev1 Thanks for responding! I have the Niagara system attached to the capsule component. I tried attaching it to just about everything else with no luck but I forgot to mention I'm running 5.3.2 (not sure if anything changed about it on this particular version) and I have the character rigged up to be a "true first person character", so I imagine it has to do with the way I have my character set up. I ended up just making a very large one and put it in the level. (The level I'm making is VERY dark and you don't see very far so I'm guessing that's why it didn't disturb performance very much in my case). Thanks again for the tutorial! It was very helpful.
glad you got it worked out!
Hi, I would like to invite you to the "Unreal Expand Game Challenge," where 5 developers will collaboratively build a game in Unreal Engine without direct communication. It's like a game jam where each developer has 5 hours and adds their own part.
I would be happy if you took part. Thank you, and keep up the great content!
nice improve more. next tutorial
Is there a way instead of spawning particles we can spawn actors? like projectiles? I'm trying to get like a hailstorm attack where ice shards fall from the sky and they all fall at the same time
Niagara has collision detection, but it is pretty expensive. Spawning a bunch of actors is also very expensive. You can simply put the particle system inside a blueprint with a sphere collision. Then with a looping timer you apply damage to everything in the sphere collision.