Transfered Issue from TTP # 298314, originally opened in TTP on 6/3/2013 and updated with Answerhub post information on 5/18/2014
Dynamic Parameters cannot be used with a Beam Emitter, they pass no information into the Emitter
[Image Removed]
[Making Material with Dyanmic Parameter - Also See Attached Image]
1. Open QAGame Editor
2. Create a New Material
3. Add a Particle Color Node
4. Add a Dynamic Parameter Node with the Red Channel labeled Intensity
5. Connect the RGB output of Particle Color to the Dynamic Parameter's Red Channel via a Multiply node
6. Connect the Output of the Multiply Node into the Emissive Color
7. Save and Close Material
[Making Particle System]
1. Create a New Particle System
2. Add a Beam Type Module
3. In the Required Module, assign the previously made material
4. Add a Dynamic Parameter Module
5. Refresh Module
6. Set the Contant Value for the Red Channel Intensity in the Dynamic Parameter Module to 100.
RESULTS: Color of Particle remains a normal white with no Blooming
EXPECTED: The 100x Factor should bloom out the particles on the screen.
How does TextureRenderTarget2D get TArray<uint8> type data?
Why does the REMOVE method of map container remove elements have memory leaks?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How do I set a material as a post-processing material?
How to delete some elements correctly when deleting an array loop?
How does TArray loop correctly remove elements in blueprints?
Head over to the existing Questions & Answers thread and let us know what's up.
45 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.4, 4.5.1, 4.6.1, 4.7.5, 4.8, 4.12.5, 4.13.1, 4.14, 4.19 |
Created | Apr 10, 2015 |
---|---|
Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |
3628 - UpwindSpring01 |