280 Game Development and Simulation with Unreal Technology
5.4.2 PARTICLE EXPRESSIONS
These expressions
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act as a bridge between the Material Editor and Cascade Particle
System Editor. This link allows for a dynamic intera ction between material compo-
nents and those of per-particle based particle systems. Expressions in this category
include Particle Color, Particle Direction, Particle Radius, Particle Size, Dynamic
Parameter, Particle M acroUV, a nd so on [ 43]. Here we will explain a few common ly
used Particle Expressions an d leave a c omprehensive referen ce to A.
Particle Color: This expression must be a part of the network that is plugged into
the appropr ia te channel (e.g., Emissive Color). The expression creates a link be-
tween the Unreal renderer an d the particle systems and makes it possible to control
any per-particle d ata with in Cascade.
FIGURE 5.3: Particle Color Expression Example.
TABLE 5.18: Particle Color Outputs
RGBA: Outputs the RGBA vector data.
R: Outputs the red channel data.
G: Outputs the green channel data.
B: Outputs the blue channel data.
A: Outputs the alp h a channe l data.
Example Usa ge: Connecting the RGBA outpu t ch annel o f this expr ession to the
Emissive Color and a network driving from its alpha channel to the opacity
channel of a material will expose th e color of the mate rial to the particle
system. You can then manipulate the color, alpha, color over life, and alpha
over life of each particle in an emitter from Initial Color and Color Over
Life m odules in the cascade editor ( see Figure 5.3).
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The contents of this section are adopted from the official UE4 online documentation found at:
https://docs.unrealengine.com/latest/INT/.