Unreal Engine 4.25.4 Niagara Tutorial Text Visualizer

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  • čas přidán 19. 06. 2024
  • #arthiteca #ue4 #niagara #ue4niagara
    Text Visualizer Effect tutorial
    ________________________________________
    Other project v.4.25 with variation of using this effect in my patreon
    / 43676317
    Version 4.26 with any difference:
    / ue4-26-niagara-46810598
    ________________________________________
    / arturhiteca
    / art_hiteca
    / arthiteca
    gumroad.com/arturhiteca
    ________________________________________
    00:00 - About effect
    00:27 - Create project
    01:18 - Assets for effect
    02:11 - Materials
    03:11 - Simple widget
    09:11 - Create Text Visualizer actor
    13:30 - Creation Niagara system
    21:24 - Update Text Visualizer actor
    25:50 - Test actor in level
  • Hry

Komentáře • 15

  • @andrew33haa
    @andrew33haa Před 3 lety +1

    Very useful! Thanks!

  • @ArabUnreal
    @ArabUnreal Před 3 lety

    More than excellent..Please keep going

  • @miloszgierczak4806
    @miloszgierczak4806 Před 8 měsíci

    cool music

  • @kattenlu4249
    @kattenlu4249 Před 3 lety

    Cool!

  • @shuxilin9385
    @shuxilin9385 Před 2 lety

    First thanks for this great tutorial! Then, a small remind to 4.27 users, don't leave Render Font of the node Draw Text empty. Although it says if it is null, it will use default font, the fact is if you do nothing this node won't work. A lesson took me half day to figure out...

  • @issamaf80
    @issamaf80 Před 3 lety +2

    Can you do a tutorial on a snow storm effect and thx for the great tutorial.

  • @ozcanozteke284
    @ozcanozteke284 Před rokem +1

    I managed to follow you and the effect works on UE 5.1 as well. But I can only call it in the construction script, all other calls won't do anything :/ Would you know why? Thanks!

  • @angeltrujillo426
    @angeltrujillo426 Před 3 lety

    Hi
    Good tutorial, you could make a display text with animation that goes from right to left, a greeting.

  • @traviskehler1355
    @traviskehler1355 Před 3 lety

    Does passing a texture into "Set Texture Object" still work for you in 4.26. I can't seem to get the Niagara system to update the sample texture.

    • @ArtHiteca
      @ArtHiteca  Před 3 lety +3

      In version 26, this tutorial did not work, I also tried to check it, but I ran into this problem. this implementation is only relevant for version 25. So far, I can advise you to use a pre-created canvasrendertarget. uasset, not creating it through a function in the bluprint, but only drawing on the one created in the project. In the system, pre-pin the link to this rendertarget . But there will be difficulties in the proportions.

    • @traviskehler1355
      @traviskehler1355 Před 3 lety

      @@ArtHiteca thanks man!

  • @justinkim2974
    @justinkim2974 Před 2 lety

    Firstly, thanks for the tut.
    I'm using 4.27 and get a compiler error when adding Sample Texture in the Particle Spawn settings.
    "Function call "SampleTexture2D" does not work on CPU sims. - Node: Sample Texture - (insert particle system name), Particle Spawn Script Interpolated."
    No idea what this means, and I was just hoping you would have some insight.
    Just for context, I'm quite the noob and just started with UE a few weeks ago. Thanks.

    • @ArtHiteca
      @ArtHiteca  Před 2 lety +1

      Switch to gpu sim

    • @justinkim2974
      @justinkim2974 Před 2 lety

      Hahaha, of course it's that simple. It's always some simple thing :'D. I've managed to render my texture backwards, or in other words, the whole grid spawns, while the image is cut out of the particle grid. Any ideas where I should look to fix this? I've been on it for the last 30 minutes, but that's what is is being a beginner. Thanks again for your help.

  • @Ale4D
    @Ale4D Před 2 lety

    An alternative method that that might be useful to someone.
    Create a widget and put text or whatever you want in it, attach it to any actor with the widget component, and you can get the texture with the "Get render Target", and the size with "Get desired size" (attached to the "Get widget"), in this way you can also know the size, just wait for 1 frame and check the box in the widget component called "Tick when offscreen", you can put the size to 0 to hide it.