Add transcription for: Niagara Interface Homework.wav
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"text": " For this first homework assignment for the final lesson that we'll be covering in Niagara, we want to get into exploring the new interface that Niagara has to offer. We also want to look into any warnings or issues that occur when you open up these examples in Niagara, just to make sure that if you have a more recent version of UE4 or UE5, we can address any potential warnings that could occur. We also want to get a grasp of understanding how to locate where the old elements of Cascade and how they translate into the new Niagara Pipeline. One thing I just wanted to address that is if you run into a certain problem where the version that you open in UE4 or UE5 is a later version, just hypothetically I opened this in version, I believe it's 4.7 or it's the latest version of UE4. This could probably also happen if you open it in UE5 hypothetically. Because this project was created in a earlier version, I believe it's a 4.25, something like that, you could run into an issue here that you see these little yellow warnings here. And you can see these warnings, these compile warnings prop up here if you open the Niagara system. So you can see that we have deprecated dynamic input, we have compile warnings, and the problem is if you just hit the fix issue button on all these, it will essentially look like it broke your particle system, or that it's not going to render, you're not gonna see the sprites anymore. So that's a bit of an issue, so we can go ahead and clear this up. So the first one I wanna look at is if you see this blue exclamation point icon here, I'm just gonna open this up. I can just go ahead and hit dismiss on this, just because it's dismissing, rather than showing that there's a warning or anything like that. And so what you might see is under the initialized particle tab, you'll see that the sprite rotation, Normalized Angle to Degrees, I believe, is it was created in a outdated version in 4.25. And looking into 4.27 now, it's using a new version that we want the sprite rotation on. So what I'm going to do instead is I'm going to check this little yellow arrow right here. And then under this for sprite rotation, I'm just going to do Random. Random Range Float. And for the sprite rotation, I have a minimum and a maximum. And so what that's going to do is it's going to update the way that the sprite is being rotated. And you can see that the warning here has been dismissed. You can still see there's this little blue exclamation point here, so I'm just going to drop this down and just hit dismiss. So you can see that we've gone ahead and gotten rid of those kind of jarring yellow warnings that you see here. So we can do the exact same thing here for the other one. So you can see, instead of fixing the issue, because if I hypothetically fix this issue, it'll set everything back to give it a second to compile here. Yeah, the sprite rotation angle conversion, it'll kind of create this error here where it's not compiling. So what I'm going to do instead is I'm going to just set this back to a sprite rotation of 0. And then I can do random range again. Do a random range float. And then that'll go ahead and fix that issue. And I can go ahead and dismiss this. So seeing that there, we can go ahead and clear up those warnings if you happen to open this in a later version of UE4. So those are no longer sort of cluttering up the interface if you want to take a look at these particle systems that were made in the course. So going over the Niagara system, what we want to just want to make sure is wrap our heads around a little bit. What is translating from the old Cascade system into the new Niagara system? So we have the actual elements here that are linked to the spawn. So we have the spawn rate. We have the Admitter state. This is where things like the loop or the, if you wanna have something like a single burst or if you wanna have a continuous loop element that's listed right here. The emitter properties, this is where you determine the CPU or the GPU. This is where you can set the local space. So you can take the particle effect with you when you move it around the scene. With the particle spawn and this initialized particle tab, we want to establish that this is the data that's being fed when the particle is first spawned or sort of brought into the world. And so this is the everything that's established before the particle kind of goes on stage and sort of does its thing with the dynamic parameter or the dynamic elements of the world. So things like, okay, what's the lifetime going to be? What is the size of the sprite or the mesh going to be? What's the rotation going to be? And remember that both attributes for sprites, for meshes, the only one that's left out of here is ribbon. So you'll just have to select initialize ribbon. We want to set the location. So is it a box, a sphere location? And we also want to set the initial velocity. So what kind of a velocity is going to be hitting these particles once they are spawning in the world, or actually before they start spawning in the world? So we have the velocity set up here. And then under particle update, we want to essentially say, okay, once these particles are spawned, how do we want to affect them with different forces? So this is where everything from like curl noise force, gravity force, different source of velocity are going to be generated and influence the particles once they are created in the world. We want to make sure that when you do that random spawn, it's sitting above solve, forces, and velocity. The solve, forces, and velocity is this default thing that will sort of compile. Not compile, but just kind of take into account every element of force and velocity that is affecting the particle. So this needs to always sit at the bottom of the shelf here. For this particular particle, we're just generating an event, in this case a collision event, which we covered in the lesson. And then down at the bottom here, we just have this section that's set for what kind of render we want. Do we want a sprite render? Do we want a mesh renderer? We can have both. And so just keeping in mind with all of this, uh, understanding elements like sprite rotation, um, sprite location, things like that, the old elements that we pulled into cascade can now be trans, uh, translated into this, uh, new setup that Niagara has. Uh, there is also a plugin if you want to try it. I personally have not tried it. It's a plugin in UE 4.7 and onward called Cascade to Niagara. You can search for it here, I believe, in, let's see here, under plugins. And if I search Cascade, you can do Cascade to Niagara converter. You can enable that and restart it. I can't promise anything, it's in beta version still, so I can't promise if this will work or not. But if you want to duplicate, create a separate one, and just kind of give it a shot and see what happens, There's definitely more power to you on that to see what you can get. And so with all those elements, it's just going through and understanding kind of this new foundation. So you can start creating new particles with your mind sort of wrapped around the base of the Niagara system. Another thing to keep in mind too is that just keeping kind of this new interface, wrapping your head around that. So these elements right here are essentially representations of data that the emitter has, that the overall system has, that the particles can have. So this will be kind of a data representation of everything going on with the particles or data, but that goes a little bit further on into the more complicated elements of what we want these particles to do. We then have the two emitters here. We have the system setup here. We have the properties. And again, if you select this one emitter, you'll be hit with a very, very long element of information. But don't worry about that. This is all just, all of these tabs here are just being represented at once. So in order to isolate this, You can just break it down into these different elements or tabs that can be digested a little bit easier. With that, this is a lot to wrap your head around, but I think with having an overall understanding of the fundamentals of cascade, this can translate over into Niagara pretty well. The resources for understanding Niagara are getting better and better with every day. Definitely keep an eye out for that. Don't be afraid to do a Google search or a YouTube search. If you have a particular problem, and there's probably as more time goes on, a video that can meet your exact needs for a problem you're trying to solve.",
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"text": " For this first homework assignment for the final lesson that we'll be covering in Niagara, we want to get into exploring the new interface that Niagara has to offer. We also want to look into any warnings or issues that occur when you open up these examples in Niagara, just to make sure that if you have a more recent version of UE4 or UE5, we can address any potential warnings that could occur. We also want to get a grasp of understanding how to locate where the old elements of Cascade and how they translate into the new Niagara Pipeline. One thing I just wanted to address that is if you run into a certain problem where the version that you open in UE4 or UE5 is a later version, just hypothetically I opened this in version, I believe it's 4.7 or it's the latest version of UE4. This could probably also happen if you open it in UE5 hypothetically. Because this project was created in a earlier version, I believe it's a 4.25, something like that, you could run into an issue here that you see these little yellow warnings here. And you can see these warnings, these compile warnings prop up here if you open the Niagara system. So you can see that we have deprecated dynamic input, we have compile warnings, and the problem is if you just hit the fix issue button on all these, it will essentially look like it broke your particle system, or that it's not going to render, you're not gonna see the sprites anymore. So that's a bit of an issue, so we can go ahead and clear this up. So the first one I wanna look at is if you see this blue exclamation point icon here, I'm just gonna open this up. I can just go ahead and hit dismiss on this, just because it's dismissing, rather than showing that there's a warning or anything like that. And so what you might see is under the initialized particle tab, you'll see that the sprite rotation, Normalized Angle to Degrees, I believe, is it was created in a outdated version in 4.25. And looking into 4.27 now, it's using a new version that we want the sprite rotation on. So what I'm going to do instead is I'm going to check this little yellow arrow right here. And then under this for sprite rotation, I'm just going to do Random. Random Range Float. And for the sprite rotation, I have a minimum and a maximum. And so what that's going to do is it's going to update the way that the sprite is being rotated. And you can see that the warning here has been dismissed. You can still see there's this little blue exclamation point here, so I'm just going to drop this down and just hit dismiss. So you can see that we've gone ahead and gotten rid of those kind of jarring yellow warnings that you see here. So we can do the exact same thing here for the other one. So you can see, instead of fixing the issue, because if I hypothetically fix this issue, it'll set everything back to give it a second to compile here. Yeah, the sprite rotation angle conversion, it'll kind of create this error here where it's not compiling. So what I'm going to do instead is I'm going to just set this back to a sprite rotation of 0. And then I can do random range again. Do a random range float. And then that'll go ahead and fix that issue. And I can go ahead and dismiss this. So seeing that there, we can go ahead and clear up those warnings if you happen to open this in a later version of UE4. So those are no longer sort of cluttering up the interface if you want to take a look at these particle systems that were made in the course. So going over the Niagara system, what we want to just want to make sure is wrap our heads around a little bit. What is translating from the old Cascade system into the new Niagara system? So we have the actual elements here that are linked to the spawn. So we have the spawn rate. We have the Admitter state. This is where things like the loop or the, if you wanna have something like a single burst or if you wanna have a continuous loop element that's listed right here. The emitter properties, this is where you determine the CPU or the GPU. This is where you can set the local space. So you can take the particle effect with you when you move it around the scene. With the particle spawn and this initialized particle tab, we want to establish that this is the data that's being fed when the particle is first spawned or sort of brought into the world. And so this is the everything that's established before the particle kind of goes on stage and sort of does its thing with the dynamic parameter or the dynamic elements of the world. So things like, okay, what's the lifetime going to be? What is the size of the sprite or the mesh going to be? What's the rotation going to be? And remember that both attributes for sprites, for meshes, the only one that's left out of here is ribbon. So you'll just have to select initialize ribbon. We want to set the location. So is it a box, a sphere location? And we also want to set the initial velocity. So what kind of a velocity is going to be hitting these particles once they are spawning in the world, or actually before they start spawning in the world? So we have the velocity set up here. And then under particle update, we want to essentially say, okay, once these particles are spawned, how do we want to affect them with different forces? So this is where everything from like curl noise force, gravity force, different source of velocity are going to be generated and influence the particles once they are created in the world. We want to make sure that when you do that random spawn, it's sitting above solve, forces, and velocity. The solve, forces, and velocity is this default thing that will sort of compile. Not compile, but just kind of take into account every element of force and velocity that is affecting the particle. So this needs to always sit at the bottom of the shelf here. For this particular particle, we're just generating an event, in this case a collision event, which we covered in the lesson. And then down at the bottom here, we just have this section that's set for what kind of render we want. Do we want a sprite render? Do we want a mesh renderer? We can have both. And so just keeping in mind with all of this, uh, understanding elements like sprite rotation, um, sprite location, things like that, the old elements that we pulled into cascade can now be trans, uh, translated into this, uh, new setup that Niagara has. Uh, there is also a plugin if you want to try it. I personally have not tried it. It's a plugin in UE 4.7 and onward called Cascade to Niagara. You can search for it here, I believe, in, let's see here, under plugins. And if I search Cascade, you can do Cascade to Niagara converter. You can enable that and restart it. I can't promise anything, it's in beta version still, so I can't promise if this will work or not. But if you want to duplicate, create a separate one, and just kind of give it a shot and see what happens, There's definitely more power to you on that to see what you can get. And so with all those elements, it's just going through and understanding kind of this new foundation. So you can start creating new particles with your mind sort of wrapped around the base of the Niagara system. Another thing to keep in mind too is that just keeping kind of this new interface, wrapping your head around that. So these elements right here are essentially representations of data that the emitter has, that the overall system has, that the particles can have. So this will be kind of a data representation of everything going on with the particles or data, but that goes a little bit further on into the more complicated elements of what we want these particles to do. We then have the two emitters here. We have the system setup here. We have the properties. And again, if you select this one emitter, you'll be hit with a very, very long element of information. But don't worry about that. This is all just, all of these tabs here are just being represented at once. So in order to isolate this, You can just break it down into these different elements or tabs that can be digested a little bit easier. With that, this is a lot to wrap your head around, but I think with having an overall understanding of the fundamentals of cascade, this can translate over into Niagara pretty well. The resources for understanding Niagara are getting better and better with every day. Definitely keep an eye out for that. Don't be afraid to do a Google search or a YouTube search. If you have a particular problem, and there's probably as more time goes on, a video that can meet your exact needs for a problem you're trying to solve."
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