This page covers some best-practices and things to look out for when creating particle systems.
Please, follow unreal naming convention
|Textures:||T_whateverName_D (D for Diffuse, N for Normal, etc.)|
|ParticleSystem:||P_WhateverName (don’t forget to name your emitter inside the system)|
Careful copying emitters from one particle system to another
Particle Lights: Copying a light emitter that toggles the light type module at the top into a new particle system will toggle the emitter back to a normal particle. The light bulb icon means the emitter will hide the material that is associated with the emitter. When it toggles back to the down arrow the material will show up and thus needs to be switched back or else unintended visuals result in the particle.
|Original||Light emitter after it gets copied to a new Particle system|
Particle LODs: Copying emitters from a particle system that has LODS will transfer those LODS to the new particle system with weird settings on what’s turned on or off on the higher LODS. This could cause weird visuals when you move far enough from the particle. Particle systems should be cleaned up in this case.
NOTE: The standard for ATLAS VFX is to not make use of UE4 Cascade LODs, and use only one main LOD.
Where to find how many lods are in the particle system
Change lods levels above and manually delete ones not needed.
FX for Cinematics
Make sure that FXs that are only used in cinematics (make duplicates if necessary) have “Sec before inactive” in the particle system set to -1 so it always plays.
- Base Space
- Creature Footstep FX Setup
- Fog in VFX Materials
- Mesh Particles
- Particle Lights
- Particle Placement on Landscape Tool
- Particle Wind
- Particles in Animations
- Ribbons/Trails for Swords/etc
- Skel Vert Loc Particles
- Specific Particle Setups
- Time of Day Material Function
- Useful VFX Material Functions and Graphs