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

../../_images/beam_material.PNG
  1. Create Particle Color and connect to Lighting_M

  2. Creat RadialGradientExponential

  3. Hold M and left click to create Multiply

  4. Multiply Particle Color with RadialGradientExponential and connect result to opacity of Lighting_M

After clicking on Apply:

../../_images/apply_material.PNG

The result should look like the below:

../../_images/beam_material_final.PNG

Partical System

  1. Add Partical System and name it Lighting_P

  2. Click on required tab

../../_images/partical_system_required.PNG
  1. Drag Lighting_M into material

../../_images/partical_system_material.PNG
  1. Drag Partical system to world.

  2. Right click DataType and select New Beam Data

../../_images/new_beam_data.PNG
  1. Delete Color over life

../../_images/color_over_life.PNG
  1. Right click Color and select Initial Color

  2. Right Click, Bean and add Source and Target

  3. Set Souce Method to Actor, Source Name to BeamSource

  4. Set Target Method to Actor, Target Name to BeamTarget

  5. 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.

../../_images/beam_instance_param.PNG
  1. Go back to particle sytem editor and change Lifetime to 0.

../../_images/beam_lifetime_zero.PNG
  1. Delete Initial Velocity

  2. Select Beam Data and set Speed to 0