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  • Featured Assets
    • [FEATURED] Landscape Material Tool
    • [FEATURED] Waterfall Tool 2
  • Supported Assets
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      • Changelog
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      • How To Use (5.4+)
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    • Waterfall Tool
      • Changelog
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    • Waterfall Tool 2
      • Changelog
      • How To Use
        • Quick Tutorial (Simple Mode)
        • Waterfall 2 Actor
        • Plugin Content
        • Waterfall Tool 2 Editor Mode
          • Simple Tab
          • Advanced Tab
            • Paths
            • Meshes
            • Materials
            • FX
            • Bake
          • Debug Tab
        • Materials Reference
  • No Longer in Support
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  1. Supported Assets
  2. Waterfall Tool 2
  3. How To Use
  4. Waterfall Tool 2 Editor Mode

Simple Tab

The Simple Tab is a simplified version of the tool with less options to generate a waterfall quickly.

Buttons

  • Generate Paths: Simulate particle paths to act as a guide or generating the waterfall meshes.

  • Clear Paths: Delete all of the simulated paths. Note: This also resets the dynamic meshes and FX.

  • Generate Meshes: Generate the dynamic mesh and material data for the waterfall.

  • Clear Meshes: Clear all of the dynamic mesh and material data.

  • Generate VFX: Create the global Niagara Systems and add the waterfall data to the particles.

  • Bake to Static Mesh: Generate a Static Mesh asset from the dynamic meshes and assign it to the Static Mesh component of the waterall.

Properties

  • Path Settings

    • Select Top Spline Points: Select spline points in Top Spline. Note: This is hidden in 5.4 because spline selection is broken in 5.4.

    • Num Paths: The number of paths to generate along the spline.

    • Spawn Jitter Range: Affects the initial direction of the path by adding a randomised jitter to the yaw in this range.

    • Path Spawn Range: If more than one path is required to spawn, this will confine the spawning to a range from the end. Eg, If the spline distance is 100 and the PathSpawnRange is set to (0.2, 0.8), then the paths will only spawn between distances 20-80 and none will spawn on the distance < 20 or > 80.

    • Gravity: Particle simulation gravity.

    • Num Spline Points: If on, after the path is generated, it will resample the path to exactly this many spline points.

    • Kill Plane Location: The X-Y values are purely cosmetic. The Z value affects where the waterfall paths will end.

    • Seed: Random seed for the generation of the waterfall.

    • Ignore Actors: Actors to ignore for collision detection and physics.

  • Mesh Generation Settings

    • Single: Should the Single mesh be generated?

    • Paths: Should the Per Path meshes be generated?

    • Splash: Should the Splash mesh be generated?

    • Planes: Should the Plane meshes be generated?

  • SFX

    • Top SFX: The audio asset to be played at the top of the waterfall.

    • Middle SFX: The audio asset to be played at the middle of the waterfall.

    • Bottom SFX: The audio asset to be played at the bottom of the waterfall.

  • VFX Settings

    • Top VFX: Should the top VFX be generated?

    • Middle VFX: Should the middle VFX be generated?

    • Bottom VFX: Should the bottom VFX be generated?

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Last updated 9 months ago

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