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Saturday, September 20, 2025

unreal 4 – Create and configure new Niagara Emitters from C++


I’m attempting to create a magic system that lets the participant add spells and modifiers to a spell stack and mix them following a algorithm, creating new spells within the course of (that perhaps may be mixed even additional)

To try this with Niagara I want to have the ability to create new emitters from C++ utilizing the merged settings of each emitters, then load the brand new emitter right into a UNiagaraSystem.
I’m guessing that I’ve to observe this path since I need to have the ability to merge a number of results collectively and never simply chain them (perhaps one spell has a vortex modifier and the opposite burst meshes in an space, so the kid may burst them in an space and the course is altered by the mother or father vortex)

The compilation instances for the UNiagaraSystem are quick sufficient to compile them on runtime (at the very least in my machine with check programs) so it doesn’t fear me loads, and I see features to ask the system to recompile from C++.

My principal concern is with the ability to deduct the present properties and create a brand new UNiagaraScript to populate the completely different FNiagaraEmitterScriptProperties so I can create a brand new emitter into the brand new derived system (I’m guessing).

Is that this even doable with present variations?
The editor does it (though with scratchpad…), do I’ve to fondle with UnrealEditor code?
Perhaps utilizing an empty system and including plenty of simulation levels?
Are the supplied modules even accessible from code?

As I’m unable to seek out ANY working instance creating emitters from c++, are you able to please submit an instance when you now the right way to?

I’m working with UE5 early entry 2

Thanks loads prematurely to everybody!

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