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Audio Reactive FX 04

Audioreactive niagara effects, niagara modules and materials, perfect for music videos

  • Supported Platforms
  • Supported Engine Versions
    5.0 - 5.4
  • Download Type
    Asset Pack
    This product contains an assortment of Unreal Engine assets which can be imported into a pre-existing project of your choice.

Audio Reactive FX 04 presents a Niagara particle effects package designed for audio-reactive music visualization. With a focus on creating tentacle and worm-like arrangements of particle meshes, this pack offers a range of stylizing options using textures and an abundance of customizable parameters. Ideal for live music events and music videos, the included blueprints for audio capture and playback simplify the process of incorporating dynamic, visually-engaging audio elements into your performances. Upgrade your music and enliven your visuals with Audio Reactive FX 04.


Audio Reactive FX 04 is a comprehensive collection of 55 Niagara particle effects that bring your music to life with stunning visuals. This versatile asset pack offers a range of customizable features, including Niagara modules, materials, and material functions, all of which can be easily reused. The procedurally generated effect materials allow for effortless mesh replacement without the need for UV mapping. Whether you’re performing live or creating music videos, Audio Reactive FX 04 is the ideal tool for elevating your audio and visually captivating your audience.


Discord:

https://discord.gg/nTfJUSgyhw


Detailed Overview & UE5.2 Update

https://youtu.be/QN9qUZwhdKE


Tutorial - Audio Reactive Music Video + ffmpeg

https://youtu.be/jEPXjyjTr50


Demo Video:

https://youtu.be/qqbNDDOPIXU


Overview Videos:

https://youtu.be/0ncqoaWtPx8


The other videos on the channel also use the contents of this asset pack but also use content from our other asset packs.






Changelog


Update 1.1 (ONLY AVAILABLE FROM UE 5.2 AND UP)

  • added demo map for rendering with movie render queue
  • added render settings & render queue for rendering
  • improved niagara module scripts to allow manual timing in level sequences
  • improved performance on ribbons







Troubleshooting


UE 5.4

The SpectrumRibbons might produce artifacts when the SimTarget is set to GPU and the ribbon renderer is used. This can be fixed by changing to CPU mode. This seems to be caused by a change in the ribbon renderer so this will likely be fixed with future updates.


UE 5.2

* This is fixed in the current 5.2 build*

It seems that audio reactive niagara systems can currently not be used in UE 5.2 due to a bug. See this article for more information: https://forums.unrealengine.com/t/ue5-2-crash-caused-by-niagara-particle-system-audio-spectrum-niagaradatainterfaceaudio/1170362/2


UE 5.1

In UE 5.1 that prevents the effects from being used in a packaged game when async loading is enabled. it is recommended to use UE 5.0 or disable async loading.

see the thread for the workaround here: https://forums.unrealengine.com/t/crash-when-packaging-a-project-containing-niagaraaudiospectrum-in-ue5-0-1/552399/4

see status of the official issue: https://issues.unrealengine.com/issue/UE-152571

Technical Details

Features
  • 55 unique Niagara systems with (10 base systems and 45 variations to show the customizability). Each of them having between 20 and 90 parameters for styling.
  • 3 Blueprint Tools: audio capture, audio playback, sample texture from material
  • 25 reusable Niagara module scripts
  • 9 Materials
  • 19 Material Instances
  • 6 Material functions
  • 21 Textures (define niagara effect behavior & coloring)
  • 7 Meshes. Very basic shapes. You can add your own
  • 49 Color Curves
  • The majority of parameters (except things like materials) can be animated in the sequencer.
  • Audio reactions include: color gradient, emissive, size change, wave motions, animation speed change
  • Most effect have a fixed number of particles. No surprise bursts that drag down performance.
  • Most effects run on GPU. Exceptions are ribbon systems as they require CPU access
  • Blueprint for audio capture actor. Simply put in your map to enable audio capture. Capture can use everything that is heard or use specific audio mix. Thus it can be enabled for music only or voice chat only etc.
  • Blueprint for audio playback that plays automatically in editor and game.
  • Blueprint to sample a procedural material to a texture.



Supported Development Platforms: Windows 64/32. Other platforms should work but it was not tested


Documentation: https://lucid-software-dreams.com/unreal-engine-content/audio-reactive-fx-04/