<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[Shooter Game Tutorial]]></provider_name><provider_url><![CDATA[http://shootertutorial.com]]></provider_url><author_name><![CDATA[andrzejkoloska]]></author_name><author_url><![CDATA[https://shootertutorial.com/author/andrzejkoloska/]]></author_url><title><![CDATA[FX: Create ammo shell particle from&nbsp;mesh]]></title><type><![CDATA[link]]></type><html><![CDATA[<p><a href="http://shootertutorial.com/2015/06/10/fx-create-ammo-shell-particle-from-mesh/"><img class=" wp-image-337 aligncenter" src="https://shootertutorial.files.wordpress.com/2015/06/shellsscreen.jpg?w=265&#038;h=292" alt="shellsscreen" width="265" height="292" /></a></p>
<p><a href="https://www.unrealengine.com/content/b5db9911879141e99f8c34fb14b66691" target="_blank">Military Weapons Silver</a> asset package comes with almost all particles needed for weapons and ready to use: muzzle flashes, impact particles and trails. It have shell mesh as well, but it doesn&#8217;t have shell FX added. Before we move forward with next tutorial about weapons let&#8217;s create shell particle. It&#8217;s super easy!</p>
<p><!--more--></p>
<pre><strong>This Tutorial has been created using Unreal Engine 4.8.2</strong>. 
Make sure you are working on the same version of the engine.</pre>
<p>Create new Particle System and name it FX_Shell_Pistol. To learn more about cascade (UE4 particle editor) you should watch: <a href="https://www.youtube.com/watch?v=OXK2Xbd7D9w&amp;list=PLZlv_N0_O1gYDLyB3LVfjYIcbBe8NqR8t" target="_blank">Introduction to Particles in UE4</a> and <a href="https://www.youtube.com/watch?v=YZ3TIqwqOWY" target="_blank">Materials and Particle Interactions</a>. if you search for &#8220;cascade unreal engine tutorial&#8221; in google you will find a lot of tutorials because the same system was in UDK / UE3.</p>
<p>We need to change Type Data for emitter to New Mesh Data</p>
<p><a href="https://shootertutorial.files.wordpress.com/2015/06/newmeshdata.jpg" target="_blank"><img class="alignnone wp-image-339 size-full" src="https://shootertutorial.files.wordpress.com/2015/06/newmeshdata.jpg?w=334&#038;h=575" alt="newmeshdata" width="334" height="575" /></a></p>
<p>For mesh select PistolA_Ammo static mesh. Now on <strong>Required Category</strong>:</p>
<ul>
<li>Kill on Deactivate should be set to true,</li>
<li>Kill on Completed should be set to true,</li>
<li>Emitter Loops should be 1,</li>
</ul>
<p><strong>In Spawn Category</strong>:</p>
<ul>
<li>Rate need to be 0,</li>
<li>Burst Count should be 1. It means that 1 emitter will be spawned right after spawning Particle System,</li>
</ul>
<p><a href="https://shootertutorial.files.wordpress.com/2015/06/spawn.jpg" target="_blank"><img class="alignnone wp-image-340 size-full" src="https://shootertutorial.files.wordpress.com/2015/06/spawn.jpg?w=459&#038;h=382" alt="spawn" width="459" height="382" /></a></p>
<p>In <strong>Lifetime Category</strong> change Distribution to Float Constant and set it to 1.5.<br />
This is telling us how much time this emitter can live.</p>
<p>Now in <strong>Initial Size Category</strong>. Distribution need to be set to Float Constant and should be 1.</p>
<p>In <strong>Initial Velocity Category</strong> use Distribution Vector Uniform and set Max and Min like here:</p>
<p><a href="https://shootertutorial.files.wordpress.com/2015/06/velocity.jpg" target="_blank"><img class="alignnone wp-image-341 size-full" src="https://shootertutorial.files.wordpress.com/2015/06/velocity.jpg?w=581&#038;h=117" alt="velocity" width="581" height="117" /></a></p>
<p>Now <strong>add new category Acceleration -&gt; Const Acceleration</strong><br />
This is adding constantly acceleration to emitter for given direction. It should be set like here :</p>
<p><img class="alignnone wp-image-342 size-full" src="https://shootertutorial.files.wordpress.com/2015/06/constacceleration.jpg?w=571&#038;h=54" alt="constacceleration" width="571" height="54" /></p>
<p>Basically its simulating gravity.</p>
<p><strong>Add another new category Rotation Rage -&gt; Init Mesh Rotation Rate</strong>:</p>
<p><img class="alignnone wp-image-343 size-full" src="https://shootertutorial.files.wordpress.com/2015/06/initmeshrotationrate.jpg?w=510&#038;h=124" alt="initmeshrotationrate" width="510" height="124" /></p>
<p>Thanks to Rotation Rate shell ammo will rotate randomly during life. That&#8217;s all in the cascade!</p>
<blockquote><p><strong>USEFUL TIP: </strong>Particle can be another bottleneck for GPU / CPU. You should always set Bounds Size for your particles because if it isn&#8217;t set it&#8217;s generating bounds in Tick! To do so left click on black space and find &#8220;use fixed bounds.&#8221;<br />
<a href="https://shootertutorial.files.wordpress.com/2015/06/bounds.jpg" target="_blank"><img class="alignnone wp-image-348 size-medium" src="https://shootertutorial.files.wordpress.com/2015/06/bounds.jpg?w=300&#038;h=254" alt="bounds" width="300" height="254" /></a></p></blockquote>
<hr />
<p>Now go to <strong>BP_Weapon_Pistol</strong> blueprint and find Fire Event we had created in <a href="http://shootertutorial.com/2015/06/09/weapons-shooting-and-reloading-functionalities/" target="_blank">earlier</a> post.</p>
<p>Let&#8217;s spawn particle:</p>
<p><a href="https://shootertutorial.files.wordpress.com/2015/06/spawnemitter.jpg" target="_blank"><img class="alignnone wp-image-344 size-large" src="https://shootertutorial.files.wordpress.com/2015/06/spawnemitter.jpg?w=1024&#038;h=216" alt="spawnemitter"   /></a></p>
<blockquote><p><strong>USEFUL TIP</strong>: You can break down some of the pins in Blueprints like Transform. Just right click on the pin and select Split. <a href="https://shootertutorial.files.wordpress.com/2015/06/splittransform.jpg"><img class="alignnone size-medium wp-image-345" src="https://shootertutorial.files.wordpress.com/2015/06/splittransform.jpg?w=300&#038;h=164" alt="splittransform" width="300" height="164" /></a></p></blockquote>
<p>That&#8217;s all &#8211; you should see shell meshes when firing pistol. If your meshes aren&#8217;t spawning in right place you can change AmmoEject socket location in Pistols_A skeletal mesh.</p>
<hr />
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</a>If you want you can help me out! I will use your donation to buy better assets packs and you will be added to Credits /Backers page as well.</p>
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