I’m making an attempt to create a magic system that lets the participant add spells and modifiers to a spell stack and mix them following a algorithm, creating new spells within the course of (that perhaps will be mixed even additional)
To try this with Niagara I want to have the ability to create new emitters from C++ utilizing the merged settings of each emitters, then load the brand new emitter right into a UNiagaraSystem.
I’m guessing that I’ve to observe this path since I would like to have the ability to merge a number of results collectively and never simply chain them (perhaps one spell has a vortex modifier and the opposite burst meshes in an space, so the kid may burst them in an space and the course is altered by the mum or dad vortex)
The compilation occasions for the UNiagaraSystem are quick sufficient to compile them on runtime (not less than in my machine with take a look at methods) so it doesn’t fear me loads, and I see capabilities to ask the system to recompile from C++.
My principal concern is with the ability to deduct the present properties and create a brand new UNiagaraScript to populate the totally different FNiagaraEmitterScriptProperties so I can create a brand new emitter into the brand new derived system (I’m guessing).
Is this even doable with present variations?
The editor does it (though with scratchpad…), do I’ve to fondle with UnrealEditor code?
Maybe utilizing an empty system and including a number of simulation phases?
Are the supplied modules even accessible from code?
As I’m unable to seek out ANY working instance creating emitters from c++, are you able to please publish an instance if you happen to now the way to?
I’m working with UE5 early entry 2
Thanks loads prematurely to everybody!