Unreal Engine Snow Storm / Blizzard system

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Here is a demonstration of updated Unreal Engine Snow Storm / Blizzard system I have worked on in. In addition to the features we already had, I have added few improvements as well.
This asset packs contains 2 customizable snow effects system. This includes Niagara systems and Blueprints that allows user to customize the effect and change the snow effects in the runtime as needed. Mainly there are 2 systems.

Snow Storm / Blizzard system

The snow storm can be used to simulate a severe snow storm. This contains a spline that you can customize and define a path which the snow particles will blow along. This is useful when you want to implement a stream of snow particles through a narrow area like a path, between 2 buildings, or though a cave. Inside the blueprint, you will find parameters to control density and other parameters of the storm.
Use the spline to edit the path of the snow storm to match your needs.
Use exposed variables to control the density of the storm effect

Snowfall System

This blueprint can be used to add snowfall into your game level. If you have a bigger level and if you don't want to put a snow particle that covers the entire level, you can can enable the follow player option in this system so that the system will keep following players location and no matter where the player goes, snow will be there around the player's visible area. This is perfect for an open world game. You can control snow fall density, speed, turbulence and enable randomizing all the parameters in the runtime so that you will have a more dynamic snowfall which changes it's wind direction time to time and give a more realistic feel to the level.

Use exposed variables to customize snowfall. Each variable is self-explanatory.

Randomize Direction: Enable if you want to randomize the wind direction in the runtime time to time.

Randomize Parameters: Enable if you want to randomize wind power in runtime.

Follow Player: Enable if you need to make the snowfall blueprint follow player’s location in runtime. This is useful in a big level where the snow particle doesn’t cover the entire level. By following the player, no matter where player goes, there will be snow.

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awesome vid thank you!
What are the costs of spawning the Niagara particle effects in this way? Have you see any issues with that?

RomanTimm
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Could you make a tutorial about using AI Pawns instead of character blueprints with character movement component.

madben
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Can you attach the effect to the character? So no matter which way you look the effect is always coming head on to you

IsaiahMartin-purv
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Hallo friend. When will be the next rpg tutorial? Thanx

TolisPiperas