How to make a sparks effect | Unreal Engine 5.4

This video shows how to make sparks using Unreal Engine 5.4. You will learn how to make a sparks effects in Unreal Engine 5. The final render was done in Unreal Engine.

Niagara Project

I right-click in the content drawer and make a folder for my project

I right-click in the new folder and open up Niagara system

I then choose a new Niagara system with an empty template

Particle Shape

I open up the Niagara project

I don’t want the HDRI to show in the preview window

Under the window menu, I open the preview scene settings

I disable show environment and I change the environment color to black

Under the emitter update section, I add a spawn burst instantaneous

I change the spawn count to 125

I select the initialize particle and under the sprite attributes, I change the sprite size mode to non-uniform

I can now change the size to 2 along the X-Axis

Particle Velocity

Under the particle spawn, I add a velocity option

I click on fix issue to remove the errors

For the velocity, I use the dropdown menu (arrow) to choose a random range vector

I then increase the minimum momentum of the axes

I then change the maximum momentum of the axes

I select the sprite renderer and change the alignment to velocity aligned

Particle Lifetime

I select the initialize particle and change the lifetime mode to random

I also change the minimum and maximum lifetime

Particle Drag and Gravity

I select the particle update and search for drag

I also add a gravity force

Particle Color

I select the particle update and search for color

I can now change the color using either the RGBA option or choose from the color wheel

Using the dropdown menu (arrow) of the scale color, I add a vector from float

For the value, I also add a float from curve

These two values will intensify the color

I right-click and add a key

Particle Scale

I select the particle update and add a scale sprite size

For the size mode, I select non-uniform curve

I select the Y value and select the first key and change the key data to 0 and 1

I select the second key and change the key data to 1 and 0

I right-click on the first key and choose user – this gives me a more gradual falloff

I select the properties of the empty and change to GPU

I activate fixed bounds and local space

Final Touches

I select the system state and reduce the loop duration

I select the particle update and search for collision

I also add a curl noise force – increasing the noise strength and reducing the noise frequency

I also activate pan noise field

I can now save and drag the particle system into the scene

I reduce the directional light value to make the scene darker

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