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[S-Unreal-008] Niagara Particle System Standardization

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Overview


In the dynamic and collaborative world of game development, where artists, programmers, game designers, producers, and more join forces to create captivating experiences, the standardization of particle effects emerges as a vital component of seamless and visually compelling gameplay. These standards encompass guidelines for particle emitter naming conventions and other key aspects. By adhering to consistent particle effect standards, development teams can streamline the creation of dynamic visual effects, ensuring that they are efficiently executed in the game engine. These standards also foster a shared language among creators, enabling the easy sharing and modification of particle effects that harmonize with the game's aesthetic. In Progressthe ever-evolving landscape of game development, particle effect standardization empowers teams to craft visually stunning and technically efficient games, creating an immersive and memorable gaming journey for both creators and players.

Scope


This standardization cover the Unreal Style Guideline about how to work in Unreal. This standard applies to all person in in team that work using Unreal Engine.

Technical Director and Art Director was the parties whose in charge in these guidelines. While all of the team member should follow these guidelines, they can ask about the guidelines to the directors or can propose some new guidelines here and there.

Niagara Particle System Standardization


This section will focus on Niagara particle system assets and their internals.

[S-Unreal-008.1] Emitter Naming

All emitters in a Particle System should be named something descriptive and not left to their default name "Particle Emitter".

[S-Unreal-008.1.1] No Spaces, Ever

As mentioned in [S-Production-001.2] Forbidden Character, spaces and all white space characters are forbidden in identifiers. This is especially true for Niagara systems as it makes working with things significantly harder if not impossible when working with HLSL or other means of scripting within Niagara and trying to reference an identifier.

Reference


Related Pages


[S-Unreal] Unreal Style Guidelines

[G-Production-001] Development Principles

[S-Unreal-001] Unreal Standardization Terminology

[S-Production-001] General Naming Convention

[S-Unreal-002] Unreal Asset Naming Convention

[S-Unreal-003] Unreal Folder Structure & Naming Convention

[S-Unreal-004] Textures Standardization

[S-Unreal-005] Static Meshes Standardization

[S-Unreal-006] Skeletal Meshes Standardization

[S-Unreal-007] Media Standardization

[S-Unreal-008] Niagara Particle System Standardization

[S-Unreal-009] Maps Standardization

[S-Unreal-010] Blueprint Standardization

[S-Unreal-011] C++ Standardization