Control particle spawn locations from C++ in Niagara
I am trying to render a point cloud with specific point locations that I have in a file. I know there are some solutions out there focused on photogrammetry data but I think in my situation I need more control in the end. I believe what I want is a particle system in Niagara where particles spawn at the locations from my file. So I believe I need to do the following:
Summing that up I need to write this node for producing the locations. In the SphereLocation BP this is (more or less) done by the Gaussian Random Vector node. But that is a Blueprint and I probably want to do this in C++. I am decently skilled in C++ but lack the Unreal experience so here are my questions:
Of course, I might be completely on the wrong track here.
asked Jul 22 '18 at 10:13 AM in C++ Programming
Did you make any progress here? I too want to do something very similar.
thank you, 0xf00d
answered Sep 23 '18 at 09:30 PM
I ended up writing a Niagra Data Interface for my point data, and it works in Niagara beautifully. I originally did all the work for the GPU version too, but in the end I just supported CPU. I used the included source code in SideFX as a template for my class.
answered Nov 12 '18 at 03:10 PM
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