How to create rain in level?

Hey guys. I am new to UE4 and have been trying to look up everywhere how to create rain for a level, but can’t find anything explaining how to do it. All answers on the forums have directed the asker to look at the demo projects for reference, but that doesn’t help me understand how to create the rain effect I want. I have looked at the “Reflections” demo and several youtube videos as well as forums with no answer on how to create rain…

So, is there anyone that could explain to me the process that I would go about doing if I wanted to create rain in a level? I was thinking maybe the rain could be localized to the character so that it doesn’t cover the whole map and destroy my CPU speeds. And when I say I am “new” to this, I am saying that I know the basics such as blueprints and materials/instances and textures and other various functions. So don’t get me wrong and think I have come here because I don’t want to put in the work.

Any suggestions would be appreciated!

  • Untouched Gaming

Hello Untouched.

I recommend particles for achieving rain inside of UE4. I am linking you to our YouTube channel that has a complete tutorial on particles within UE4. After following this tutorial you should be able to adapt this system to what you are trying to do.

Hoping that first line of text was a typo :stuck_out_tongue: Anyways, thank you! I will take a look at the video and see if this resolves my problem.

More specifically look into GPU particles. They are cheaper than normal CPU particles.

Okay so I took a look at that and studied it a lot. It appears that I do not have particle systems in my current project that I am trying to put rain in. Is this something in which I just have to import myself or should it have already been there?

Thank you again

What you will need to do is create your own particle systems. This is done by right clicking in your Content Browser and choosing the particle system.

This will bring you to the particle properties with a standard emitter. There you can start to manually dictate what properties you want in that system.