Beam Partical ============= Material -------- 1. Create folder `Material` 2. Create material `Lighting_M` 3. In `Material` change `Blender Mode` to `Translucent` and `Shading model` to `Unlit` .. image:: /_static/images/beam_material.PNG 4. Create `Particle Color` and connect to `Lighting_M` 5. Creat `RadialGradientExponential` 6. Hold `M` and left click to create `Multiply` 7. Multiply `Particle Color` with `RadialGradientExponential` and connect result to `opacity` of `Lighting_M` After clicking on `Apply`: .. image:: /_static/images/apply_material.PNG The result should look like the below: .. image:: /_static/images/beam_material_final.PNG Partical System --------------- 1. Add `Partical System` and name it `Lighting_P` 2. Click on `required` tab .. image:: /_static/images/partical_system_required.PNG 3. Drag `Lighting_M` into material .. image:: /_static/images/partical_system_material.PNG 4. Drag Partical system to world. 5. Right click `DataType` and select `New Beam Data` .. image:: /_static/images/new_beam_data.PNG 6. Delete `Color over life` .. image:: /_static/images/color_over_life.PNG 7. Right click `Color` and select `Initial Color` 8. Right Click, Bean and add `Source` and `Target` 9. Set `Souce Method` to `Actor`, `Source Name` to `BeamSource` 10. Set `Target Method` to `Actor`, `Target Name` to `BeamTarget` 11. Go back to world, select particle system and add two instance parameters with names given in previous steps. `Param Type` is `Actor` and use the eye drop icon to select the actor from world. .. image:: /_static/images/beam_instance_param.PNG 12. Go back to particle sytem editor and change `Lifetime` to 0. .. image:: /_static/images/beam_lifetime_zero.PNG 13. Delete `Initial Velocity` 14. Select `Beam Data` and set `Speed` to 0