Niagara UI Renderer | Free Plugin for Unreal Engine 4

Overview

Niagara UI Renderer | Free Plugin for Unreal Engine 4

Niagara UI Plugin adds Niagara Particle System Widget that allows you to render Niagara particle systems directly into the UI. The plugin supports sprite and ribbon CPU particles. It was tested on Windows and Android, but it should work fine on other platforms too.

Demo Video:
Niagara UI Renderer Demo Video

How to install:

You have 3 options how to install plugin:

  1. Install precompiled plugin into Unreal Engine:
    Recommended if you want to use plugin across multiple projects.
    Installation Steps:
  • Download the precompiled plugin for your version of Unreal Engine
  • Extract the whole plugin folder into ....\YourEngineInstallationPath\Engine\Plugins\
  • Enable Niagara UI Renderer in your projects Plugins settings
  • Enjoy!
  1. Install precompiled plugin into your project only:
    Recommended if you want to use plugin in this project only.
    Installation Steps:
  • Download the precompiled plugin for your version of Unreal Engine
  • Extract the whole plugin folder into ....\YourProjectPath\Plugins\
  • Enable Niagara UI Renderer in your projects Plugins settings
  • Enjoy!
  1. Compile your own version from GitHub:
    Recommended if you're Unreal Engine God.
    Installation Steps:
  • Download the plugin source from the GitHub repository
  • Copy the plugin into your plugins folder
  • Regenerate Visual Studio project files
  • Recompile
  • Enable Niagara UI Renderer in your projects Plugins settings
  • Enjoy!

How to use:

  1. Create your Niagara particle system

  2. Because Unreal cannot render "normal" particle materials as UI elements we'll need to create a version of each particle material with "User Interface" material domain. We'll also need to swap out some nodes. Use Vertex Color node instead of Particle Color node. Usual particle parameters such as Particle Radius, Particle Random won't be available for UI particle materials. For sprites only you can access Dynamic Parameter R and G data from Texture Coordinate with coordinate Index 1.

  3. Add Niagara System Widget into your widget (you can find it in the widget palette under Niagara category)

  4. Select your Niagara System in the Details tab

  5. You still won't be able to see your particles, because we need to apply the newly created UI material. There are two ways we can to that: You can either set the material directly into your Particle System renderer. This will result in particle rendering correctly in UI, but it will make it render incorrectly in the Niagara preview and in the world. To avoid that, you can use Material Remap List on the widget itself. Just add new element into it, select the original particle material on the left, and select the newly created UI material on the right. You can do this for as many materials as you want. Each material on the left will get automatically remapped to the one on the right when rendering UI. This way you can still see the correct preview of the particle system, use the particle in the world and use it as a UI particle system!

  6. You can choose if you want the particle system to auto activate, or you can activate it with blueprints.

  7. Your UI particle is set up and ready to go! You can animate it, activate it on button press or do whatever else you want!

For more information and images please visit Unreal Forum post

Issues
  • crash in Game

    crash in Game

    0x00007ff6579b32a1 UObjectBase::IsValidLowLevel() [UnrealEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBase.cpp:290] 0x00007ff6566393c5 SNiagaraUISystemWidget::CreateSlateMaterialBrush() [Plugins\UIPlugins\NiagaraUIRenderer\Source\NiagaraUIRenderer\Private\SNiagaraUISystemWidget.cpp:79] 0x00007ff656635a58 SNiagaraUISystemWidget::AddRenderData() [Plugins\UIPlugins\NiagaraUIRenderer\Source\NiagaraUIRenderer\Private\SNiagaraUISystemWidget.cpp:60] 0x00007ff656637c14 UNiagaraUIComponent::AddSpriteRendererData() [Plugins\UIPlugins\NiagaraUIRenderer\Source\NiagaraUIRenderer\Private\NiagaraUIComponent.cpp:175] 0x00007ff65663b076 UNiagaraUIComponent::RenderUI() [Plugins\UIPlugins\NiagaraUIRenderer\Source\NiagaraUIRenderer\Private\NiagaraUIComponent.cpp:78] 0x00007ff65663a2d0 SNiagaraUISystemWidget::OnPaint() [Plugins\UIPlugins\NiagaraUIRenderer\Source\NiagaraUIRenderer\Private\SNiagaraUISystemWidget.cpp:42] 0x00007ff657bfd06c SWidget::Paint() [UnrealEngine\Engine\Source\Runtime\SlateCore\Private\Widgets\SWidget.cpp:1393] 0x00007ff657e57b55 SBox::OnPaint() [UnrealEngine\Engine\Source\Runtime\Slate\Private\Widgets\Layout\SBox.cpp:293]

    opened by eaglefly628 5
  • Does not Compile in 5.1 (Not Really an Issue, just a request)

    Does not Compile in 5.1 (Not Really an Issue, just a request)

    There are a few issues with trying to compile in 5.1. This is the only plugin at this point were having issues with you trying to go to 5.1. Might you have already tested this and possibly have a fix? :D

    If not, may I request of you, given you have some free time to do so, update this to 5.1 please?

    Thank you, Darinius

    opened by jessy5765 2
  • Color Error in Ribbon ParticleSystem

    Color Error in Ribbon ParticleSystem

    When a color curve is used in Niagara particle system, we just see the wrong color caused by a little mistake in NiagaraUIComponent.cpp(line 424). image Pls use CurrentDataIndex instead to make the color right.

    opened by NeverStopMata 1
  • Does not Render with Slate Global Invalidation

    Does not Render with Slate Global Invalidation

    With Slate Global Invalidation enabled, NiagaraWidgets do not properly render. They are being cached and never "invalidated" and they are not volatile. I don't know very much about the Niagara rendering system, but it seems likely that these widgets should just be marked volatile.

    Note: This cannot be reproduced in the "Selected Viewport" mode, as that seems to have Global Invalidation disabled always. You need to run the game in a "New Editor Window (PIE)" and ensure that global invalidation is enabled (can be done via console command: Slate.EnableGlobalInvalidation 1)

    I was seeing this is on UE5 Preview, and have not tested if UE4 is any different.

    opened by mhughson 1
  • On the UE5 branch you use GetSystemInstance_Unsafe() (Which will be deprecated)

    On the UE5 branch you use GetSystemInstance_Unsafe() (Which will be deprecated)

    More of a future concern and also does seem like a warning by epic devs about using that as it "exposes internals that may be concurrently accessed".

    Is there a safer more future proof way of getting the emitters?

    opened by nonlin 0
  • Does not work in shipped build with an Empty emitter template in Niagara System

    Does not work in shipped build with an Empty emitter template in Niagara System

    Hi,

    We observed a curious issue at the company I'm working for, I saw it mentioned once in the UE forums but without any details or resolution.

    The FX does not work in shipped build but shows up just fine in preview/PIE when using an empty template emitter in the Niagara System asset. I dont know exactly what changes between the different templates, but it worked again when I used a Fountain template which I adjusted to the config we had in the empty template.

    UE version: 4.27.2 NiagaraUI version: 1.1.0

    opened by nado 0
  • Separate the plugin repository from the project repository

    Separate the plugin repository from the project repository

    Make a repository just for the project and use this repository for the plugin, then add the plugin repository as a git submodule on the project repository. This will make it easier to add the plugin to other projects as a git submodule and keep the plugin updated.

    Example of a project doing this: https://github.com/sinbad/SPUDExamples https://github.com/sinbad/SPUD

    opened by fabriciomsantos 0
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