Fire particle effect not casting light

I tried to import in my project a particle effect from the Epic free sample “ParticleEffects” (downloaded from the learn window of the client) but when i put it in my project it is not showing properly. The lighting effect of the flames is not shown at all (is totally opaque, dark) nor the light that should be cast is shown. This is how i see the imported P_TorchFire:

And this is how i should see it:

How i can get that effect even on my project?

particle effects can emit light, but this one in particular seems to have a point light doing the work, the lightbulb you can see in the screenshot, try copying the lightbulb too, if it doesn’t behave as it should, check if it has a light function attached you should copy that too.

No, the lighting effect is not due to the point light. I tried to put more and more particles (even different from the P_TorchFire) that should cast light and have a self lighting effect. Even if i place them away from everything else they work properly in the original project.
If it has a light function attached why shouldnt it migrate with the particle effect?!

Hi ale929 -

The P_TorchFire that you see in the Particle Effects Sample Project does indeed have a light module attached to it and will produce a small amount of light, but Legendary Games is also correct that small amount of light is reinforced by a point light in the Effects Cave.

If you open the P_TorchFire you can see the Light Module on the Base Emitter which means that for every sprite that is emitted by that emitter you will have a light emitted as well.

If it is appearing dark in your level, I would suggest going into the Light Module and increase the Out Value of Point 0 on the Brightness Over Life settings in the module. By default it is set to 0.25. You may want it to be brighter than this setting.

Try that and let us know if you are still experiencing an issue.

Thank You

Eric Ketchum

I tried with very high values but there’s no difference at all…

In your project please insure that you are running your Engine Scalability Setting at EPIC Level. Particle Lights are removed by Scalability settings as one of the first things as they can be quite costly. Your Cascade Window shows me you are running at Medium or below.

Thank You

Eric Kethcum

Great, thank you very much! I didn’t notice that!

Can I ask you to take a fast look to another problem i had? widget animation cut - UI - Epic Developer Community Forums
No one answered me and i’m struck.

I tried many times changing engine scalability but the fire still remains ransparent… even with everything at epic.
This is how it looks (quite invisible):

And those are the scalability settings i was using:

You need to ensure your particles are actually set up to take lighting. Make sure they aren’t set to unlit.

Where can i find this option exactly?

Anyway i noticed that if i put the standard fire effect it works fine, even with the light effect. It’s only the imported fire effect that doesnt cast light!

As you can see in the Particle Effects project the light is casted even at lowest engine scalability settings… i tried everything but it doesnt work. The fire never cast any light when i migrate it in my project!
I dont understand then why the fire in starter content folder works perfectly:

Could you please explain me how to solve this problem?

Have you looked at your post process settings specifically try to match the settings from the Global Post Process Volume in Particle Effects Demo of Auto Exposure, Bloom and Lens Flare.

Here is a test map with nothing but the Fire FX and a Post Process in it:

Eric Ketchum

There is a way to give the post process volume effects just to that object? Or should i necessarily give that effect globally? In this case i should replace every particle and light i put in my project couse now everything is too shiny…

Anyway, as you can see, mine fire and yours are not perfectly the same, even with the same post process settings… mine is less shiny and has a lot less bloom:

How could it be so if mine post process settings are the perfect copy of yours?

Post Process Settings cannot be set to a specific object and are based on and adaptive to everything in the scene. If you make a new Empty level in your current project with only blackness (no light, except in Particle System) and the post process settings you will find that it is identical. You will need to adjust the post process settings and the particle’s intensity (increasing color values over 1 causes Emissive behavior and bloom) in the level you want to use the system in.

Thank You

Eric Ketchum

Could this be a way to create a local post process? If it works can you explain me how to do it?