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 Post subject: Unreal Engine Bullet emitter
PostPosted: Fri Aug 28, 2020 3:39 am 



Joined: 28 Aug 2020
Posts: 6
Hello all,

Im working on a 3D Bullet spawn system in Unreal engine.

want to share what ive done so far and the progress that I've made.
https://prnt.sc/u789g7
https://prnt.sc/u789m4
https://prnt.sc/u789s7
https://prnt.sc/u789x4
https://gyazo.com/e950ef42e38e42f1453d93cd4e4b061b
https://prnt.sc/u78aw8
https://prnt.sc/u78brf


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 Post subject: Re: Unreal Engine Bullet emitter
PostPosted: Mon Aug 31, 2020 3:16 am 


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Joined: 20 Aug 2020
Posts: 16
Location: Ireland
Nice patterns!
How does it work?
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 Post subject: Re: Unreal Engine Bullet emitter
PostPosted: Mon Aug 31, 2020 12:47 pm 



Joined: 28 Aug 2020
Posts: 6
laurabuzz wrote:
Nice patterns!
How does it work?


Its actually a pretty simple system using some of the methods i learned from boards like this.
https://prnt.sc/u8zdba
Each Emitter is a BP (Blueprint) in Unreal Engine UE4

Each emitter is given an Array

Each Array has a firing rate and position, vector, angle etc from the emitter where it spawns a projectile actor.

You can select any type of static mesh or VFX you create.

you can set rotation speed, acceleration, bullet spread, number of projectiles from each array, the projectile curve, Burst iteration and repeat so many more options


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 Post subject: Re: Unreal Engine Bullet emitter
PostPosted: Mon Aug 31, 2020 9:06 pm 


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Joined: 20 May 2011
Posts: 1235
Location: Southern California
Nice, will you be sharing the BP somewhere?

Also, is supporting skeletal meshes a posibility? I guess that would be too heavy, performance-wise, but i guess static meshes with some procedural animation updates would be a work-around.
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 Post subject: Re: Unreal Engine Bullet emitter
PostPosted: Tue Sep 01, 2020 12:46 pm 



Joined: 28 Aug 2020
Posts: 6
opt2not wrote:
Nice, will you be sharing the BP somewhere?

Also, is supporting skeletal meshes a posibility? I guess that would be too heavy, performance-wise, but i guess static meshes with some procedural animation updates would be a work-around.


Yes you can do a skeletal mesh or anything really. but performance would be based on how you optimize. Ideally what you would want to do is spawn groups, and GPU particles.
I will be selling the BP on the market once its finished

I am building a framework that can be expanded upon simply. I will be including 3 particle types when listed
Fireball
Laser
missiles


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 Post subject: Re: Unreal Engine Bullet emitter
PostPosted: Wed Sep 02, 2020 3:47 pm 



Joined: 28 Aug 2020
Posts: 6
Ive added an array point offset you can now create and spawn point grid arrays
https://prnt.sc/uacdmr
https://prnt.sc/uacd4j


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 Post subject: Re: Unreal Engine Bullet emitter
PostPosted: Sat Sep 12, 2020 3:51 pm 


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Joined: 15 Mar 2012
Posts: 999
Neat - done some similar stuff in UE4 but nothing I wanna show off cos I'm not switching over fully for shmup dev yet.

Out of interest, are you using Niagara and have a module to set positions based on an array of bullet positions that the bullet system feeds in? Or is this just your standard gpu instancing approach?

You can do a lot with Niagara - there are limitations on gpu systems that can't fire off certain events and I think the collision is done with a depth pass using the camera (I have a demo right now that uses collision but particles will disappear if you look away)
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 Post subject: Re: Unreal Engine Bullet emitter
PostPosted: Wed Sep 16, 2020 6:29 am 



Joined: 28 Aug 2020
Posts: 6
Niagara can do alot, however i find a gpu instancing approach to be ideal in this instance.

I use niagara for the bullets and instancing for the emitters. i have an array that can select a specific niagara particle to emit.

similar to this https://www.linkedin.com/pulse/vfx-tool ... lex-cortes


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