This tutorial serves as a basic introduction to emitters in UnrealEd 3.0 - Mainly to explore some of the essential emitter properties and how to use them.
An emitter spawns sprites (flat textures) as "particles" from a point in space. They are used to make a huge range of effects including flames, smoke, jump pad effects, rain, snow, shooting stars, holograms and small insects. There are also MeshEmitters, which can spawn static meshes (not covered in this tutorial).
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All of the properties for the emitter you just added are listed in the grey boxes. You can add multiple emitters to the same actor you just placed - simply click Add again.
| Click preview mode in the 3d viewport and you should see five dots (the default texture) begin to appear. If you want to get rid of all the particles on screen at any time, click Tools > Remove Existing Particles. |
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The particle system editor provides a more graphical interface for editing emitters (Tools > Particle Editor). It's good for making effects quickly, however I find it less flexible and more confusing than using the properties window. It has some useful tools such as the emitter wizard, save and load emitter (.emt) files. All the listed properties are the same in both, whatever you find works best
. I'll use the emitter properties window in the rest of this tutorial for simplicity.
Particle Texture
Movement
To give the particles basic movement, open the Velocity tab in emitter properties (the grey boxes). Expand StartVelocityRange and look at the X Y and Z min and max boxes.
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Here are the values I added for the first emitter (shown in the animation below): |
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Acceleration is another way to change the way particles move. It makes particles go faster, slower, or change direction depending on how far they have travelled. For example when I set Acceleration > Z to -100 the particles move up then fall back down like a fountain.
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![]() Emitter 1 |
Scale and Location
At the moment all the particles spawn from the same point in space. You can change it by going to Location > StartLocationRange and setting the X Y and Z, Min and Max values. A large difference in Min and Max values will give the particles a bigger spawning range.
Size > StartSizeRange sets the initial starting size for particles when they spawn. Enter identical values in all the fields to make all the particles the same size, or enter different values to make the particles vary in size. UniformSize controls whether the particles are always the same scale, or if they can stretch along a single axis according to the values entered in StartSizeRange.
Timing
LifetimeRange sets the minimum and maximum length of time (in seconds) each particle should last. Timing together with velocity and acceleration will determine how far the particles travel.
That's the basics covered for this tutorial! The best way to find out how all the properties work is to play around with them, you can make some really interesting effects that way.
A full listing of all the emitter properties and more effects can be found here:
http://udn.epicgames.com/Two/EmittersTopics
http://udn.epicgames.com/Two/EmittersReference#Emitter_Properties