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| # Niagara Module Setup Instructions for Unreal Engine 5.6 |
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| ## 1. Crystalline Bloom (Crystal Alchemist) |
| - **Emitter Type**: Mesh Emitter |
| - **Modules**: |
| - Spawn Burst Instantaneous (Count: 75) |
| - Initialize Mesh Orientation (Random rotation) |
| - Add Velocity (Radial outward) |
| - Color Over Life (Gradient: Violet → White) |
| - Scale Mesh Size Over Life (Shrink over time) |
| - Curl Noise Force (Magical turbulence) |
| - **Mesh**: Custom crystal mesh (imported from Blender) |
| - **Material**: Translucent, emissive with Fresnel glow |
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| ## 2. Quantum Sparks (Crystal Alchemist) |
| - **Emitter Type**: Ribbon Emitter |
| - **Modules**: |
| - Spawn Rate (Linked to energy pulse timeline) |
| - Add Velocity in Cone (Chaotic spark motion) |
| - Ribbon Width Over Life (Pulsing width) |
| - Color From Curve (Electric blue, cyan, white) |
| - Dynamic Material Parameters (Glow sync with Blueprint) |
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| ## 3. Encrypted Glyphs (Crystal Alchemist) |
| - **Emitter Type**: Sprite Emitter |
| - **Modules**: |
| - Sprite Renderer (Additive blend) |
| - Set Random Rotation Rate (Slow mystical spin) |
| - Color Over Life (Fade in/out with pulse) |
| - Position on Spline (Attach to shield path) |
| - **Texture**: Custom glyphs (circular runes, sigils) |
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| ## 4. Omniversal Shield (Thoth Guardian) |
| - **Emitter Type**: Mesh or Ribbon Emitter |
| - **Modules**: |
| - Spawn Burst or Looping (Based on shield activation) |
| - Initialize Mesh Orientation |
| - Color Over Life (Gold, silver, iridescent) |
| - Scale Mesh Size Over Life |
| - Curl Noise Force (Shield ripple effect) |
| - Dynamic Material Parameters (Pulse strength from Timeline) |
| - **Material**: Emissive shield shader with Fresnel and distortion |
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| ## 5. Smitnal Intelligence (Thoth Guardian) |
| - **Emitter Type**: Sprite or Mesh Emitter |
| - **Modules**: |
| - Spawn Rate (Based on threat detection) |
| - Set Custom Data (Mystical Signature, Threat Resonance) |
| - Switch on Custom Enum (ResponseType: Deflect, Absorb, Transmute) |
| - Color From Curve (Based on response type) |
| - Orbit Module (Mystical orbiting particles) |
| - Event Handler (Trigger Blueprint logic on detection) |
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| # Integration Notes: |
| - Use Blueprint Timeline to drive Niagara float parameters (e.g., GlowIntensity, PulseStrength) |
| - Use Niagara Parameter Collection for global control (e.g., EnergyColor, ThreatLevel) |
| - Attach Niagara Components to Blueprint Actors (BP_CrystalAlchemist, BP_ThothGuardian) |
| - Trigger Niagara Systems via Custom Events in Blueprint (ActivateCrystalAlchemist, ActivateThothGuardian) |
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