Audio Reactive FX 02

Audio Reactive FX 02 provides a set of audio reactive Niagara particle effects plus a few other Niagara systems that do not react to audio and can be used as filler patterns in a scene. The asset pack was designed to be used for live music events or rendered music videos. The effects can be used out of the box but if you start playing around with it, you will discover sheer endless possibilities. Also contains some utility blueprints for audio capture- and playback.

The asset pack contains a total of 90 Niagara effects. The pack is built in a modular fashion with lots of additional Niagara modules, materials and material functions to be reused. Everything is procedural, thus, meshes can easily be replaced by other meshes without the need for UV mapping.

Detailed Overview & Update for UE 5.2

https://youtu.be/DRfwwGa5zRY

Overview Video:

https://youtu.be/yTNgnGZVV6c

Tutorial – Audio Reactive Music Video + ffmpeg

https://youtu.be/jEPXjyjTr50

Demo Video:

https://youtu.be/_nlEW0TYKNo

The other videos on the channel also use the contents of this asset pack but also use content from our other asset packs.

ChangelogUpdate 1.1 (ONLY AVAILABLE FROM UE 5.2 AND UP)

  • added 1 additional niagara system and added more variations. totaling to 108 unique niagara effects now.
  • added demo map for rendering with movie render queue
  • added render settings & render queue for rendering
  • improved niagara module scripts to allow manual timing in level sequences

TroubleshootingIt seems that audio reactive niagara systems can currently not be used in UE 5.2 due to a bug. See this article for more information: https://forums.unrealengine.com/t/ue5-2-crash-caused-by-niagara-particle-system-audio-spectrum-niagaradatainterfaceaudio/1170362/2

In UE 5.1 that prevents the effects from being used in a packaged game when async loading is enabled. it is recommended to use UE 5.0 or disable async loading.

see the thread for the workaround here: https://forums.unrealengine.com/t/crash-when-packaging-a-project-containing-niagaraaudiospectrum-in-ue5-0-1/552399/4

see status of the official issue: https://issues.unrealengine.com/issue/UE-152571

Technical Details

Features

  • 90 Niagara effects, 17 unique Niagara systems, 73 variations. Each of them having between 20 and 90 parameters for styling.
  • 11 reusable Niagara module scripts
  • 63 material functions
  • 20 materials plus 49 material instances
  • The majority of parameters (except things like materials) can be animated in the sequencer.
  • The set is based on fractal- and morphing shape materials that are used by Niagara effects
  • Audio reactions include: color gradient, emissive, size change, wave motions, animation speed change, spawn rate change
  • Most effect have a fixed number of particles. No surprise bursts that drag down performance.
  • Most effects run on GPU. Exceptions are ribbon systems as they require CPU access
  • Blueprint for audio capture actor. Simply put in your map to enable audio capture. Capture can use everything that is heard or use specific audio mix. Thus it can be enabled for music only or voice chat only etc.
  • Blueprint for audio playback that plays automatically in editor and game.
  • Blueprint to sample a procedural material to a texture.

Number of Niagara Systems: 90 ( 17 base systems + 73 variations)

Number of Niagara Modules: 11

Number of Blueprints: 3

Number of Meshes: 6

Number of Materials: 20

Number of Material Instances: 49

Number of Material Functions: 63

Number of Textures: 0 (everything is procedural)

Supported Development Platforms: Windows 64/32. Other platforms should work but it was not tested

Documentation: https://lucid-software-dreams.com/audioreactivefx02/


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