Did some tests with Niagara UI Renderer in Unreal Engine 5.8 preview. It works, but it's experimental and seems that many things don't work. It is using screen coordinates, so if you want to add gravity, use the Y axis.
Each time there is new unreal engine version I like to check plugins if there is something new related to niagara.
Looks like we gonna get UI particles soon!
And there is also something related to AI agents.
You can find it in new Unreal Engine 5.8 preview.
@TruceOrFeud I’ve also been breaking down epic's grid2d/grid3d systems and trying to understand it. Shallow water is probably most helpful, but also the most complex.
@TruceOrFeud One day, when I will be sure that I understand whole concept of it, with player aligned system, collisions etc. I Will do videos on that topic. For now you can start with that:
https://t.co/MIQurBOz0P
https://t.co/z8VnEFmNOS
And search for Grid2D/Simulation Stages on Youtube
I just made a new Tutorial for my youtube channel, it breakdown of rotate about axis node with common issue explained.
#Ue5#gamedev#unrealtutorial#unrealtips
https://t.co/ciQmFcTTLq
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@delaigrodela One last thing, I think its not that easy to do with cheap WPO node, but if u use regular one, you can transform rotation vector from local space to world and it will no longer be aligned to world axis, you will be able to rotate it as u want in the world.
@delaigrodela And here you can see rotation through material (on the left) and same mesh without WPO material, rotated by hand. Normals are same. @delaigrodela
@delaigrodela Okay, I reproduced your version and here is fix for it.
Also, if mesh is nanite and WPO offset is big enough, you need to increase Max World Position Offset Displacement in material details.
Basicly, put 0 in normal pivot point, and you used pixel pos for vertex normal :P