Features:
- Supports Ribbon and Sprite data type
- Renders particle directly in slate without render target
Code Module:
- UIParticleSystem [Runtime]
Number of Blueprints: 0
Number of C++ Classes: 5
Network Replicated: No
Supported Development Platforms: Win32, Win64, Mac
Supported Target Build Platforms: Win32, Win64, Android, Mac, iOS
Documentation: http://www.snafloda.com/blog/uiparticlesystem-documentation/
Example Project: https://github.com/adolfans/uiparticlesamples
This example repository contains two projects: one for UE4.18 and one for UE4.24. There are also some example assets under the plugin content directory.
Tutorial Video: https://youtu.be/yPo1orJPe2Q
Additional Notes:
- It is a new implementation for the rendering modules of Cascade ParticleSystem, rendered as a UMG widget.
- It technically supports version 4.18~5.0.
- Because of the limited Instancing support of Slate, the particles are rendered directly without instancing. That is why mesh rendering is not valid.
- Only Camera-Facing orientation is implemented for Ribbon particles because I thought it was enough.
- This plugin is designed to avoid using of RenderTargets. So NEITHER GPUParticles NOR Posteffects are supported. If you need bloom, you should use a RenderTarget with a ParticleSystem spawned in the world instead of this plugin.
特征:
- 支持Ribbon和Sprite数据类型
- 在没有渲染目标的情况下直接在slate中渲染粒子
代码模块:
- UIParticleSystem[运行时]
蓝图数目:0
C++类数:5
网络复制:没有
支持的开发平台:Win32、Win64、Mac
支持的目标构建平台:Win32,Win64,Android,Mac,iOS
文件: http://www.snafloda.com/blog/uiparticlesystem-documentation/
示例项目: https://github.com/adolfans/uiparticlesamples
此示例存储库包含两个项目:一个用于UE4.18,另一个用于UE4.24。 插件内容目录下还有一些示例资源。
教程视频: https://youtu.be/yPo1orJPe2Q
其他注意事项:
- 它是Cascade ParticleSystem的渲染模块的一个新实现,渲染为UMG小部件。
- 它在技术上支持版本4.18~5.0。
- 由于Slate的实例化支持有限,因此直接渲染粒子而无需实例化。 这就是为什么网格渲染无效的原因。
- 只为带状粒子实现面向相机的定向,因为我认为这已经足够了。
- 此插件旨在避免使用RenderTargets。 所以既不支持GPUParticles也不支持Posteffects。 如果你需要bloom,你应该使用一个在世界中产生的ParticleSystem的RenderTarget而不是这个插件。
This plugin is a combination of particle system and slate, supports sprite and ribbon data type. You can use most of the modules of particle system, they’ll be rendered directly in Slate without render target.
Just edit a particle system in Cascade Particle Editor, choose a UI material, then put it on UI in UMG Editor.
该插件是粒子系统和slate的组合,支持sprite和ribbon数据类型。 您可以使用粒子系统的大多数模块,它们将直接在Slate中渲染,而无需渲染目标。
只需在级联粒子编辑器中编辑粒子系统,选择UI材质,然后在UMG编辑器中将其放在UI上即可。
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