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UI Particle System

Render sprite particles and ribbons on UI.

  • サポートされたプラットフォーム
  • サポートされたエンジンバージョン
    4.23 - 4.27, 5.0
  • ダウンロードのタイプ
    エンジン プラグイン
    この製品には、コード プラグインが含まれており、ビルド済みのバイナリと Unreal Engine に統合される全ソースコードが完備されています。任意のエンジン バージョンにインストールし、プロジェクト毎に有効化することが可能です。

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.

テクニカルノート

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.