# Niagara Module Setup Instructions for Unreal Engine 5.6 ## 1. Crystalline Bloom (Crystal Alchemist) - **Emitter Type**: Mesh Emitter - **Modules**: - Spawn Burst Instantaneous (Count: 75) - Initialize Mesh Orientation (Random rotation) - Add Velocity (Radial outward) - Color Over Life (Gradient: Violet → White) - Scale Mesh Size Over Life (Shrink over time) - Curl Noise Force (Magical turbulence) - **Mesh**: Custom crystal mesh (imported from Blender) - **Material**: Translucent, emissive with Fresnel glow ## 2. Quantum Sparks (Crystal Alchemist) - **Emitter Type**: Ribbon Emitter - **Modules**: - Spawn Rate (Linked to energy pulse timeline) - Add Velocity in Cone (Chaotic spark motion) - Ribbon Width Over Life (Pulsing width) - Color From Curve (Electric blue, cyan, white) - Dynamic Material Parameters (Glow sync with Blueprint) ## 3. Encrypted Glyphs (Crystal Alchemist) - **Emitter Type**: Sprite Emitter - **Modules**: - Sprite Renderer (Additive blend) - Set Random Rotation Rate (Slow mystical spin) - Color Over Life (Fade in/out with pulse) - Position on Spline (Attach to shield path) - **Texture**: Custom glyphs (circular runes, sigils) ## 4. Omniversal Shield (Thoth Guardian) - **Emitter Type**: Mesh or Ribbon Emitter - **Modules**: - Spawn Burst or Looping (Based on shield activation) - Initialize Mesh Orientation - Color Over Life (Gold, silver, iridescent) - Scale Mesh Size Over Life - Curl Noise Force (Shield ripple effect) - Dynamic Material Parameters (Pulse strength from Timeline) - **Material**: Emissive shield shader with Fresnel and distortion ## 5. Smitnal Intelligence (Thoth Guardian) - **Emitter Type**: Sprite or Mesh Emitter - **Modules**: - Spawn Rate (Based on threat detection) - Set Custom Data (Mystical Signature, Threat Resonance) - Switch on Custom Enum (ResponseType: Deflect, Absorb, Transmute) - Color From Curve (Based on response type) - Orbit Module (Mystical orbiting particles) - Event Handler (Trigger Blueprint logic on detection) # Integration Notes: - Use Blueprint Timeline to drive Niagara float parameters (e.g., GlowIntensity, PulseStrength) - Use Niagara Parameter Collection for global control (e.g., EnergyColor, ThreatLevel) - Attach Niagara Components to Blueprint Actors (BP_CrystalAlchemist, BP_ThothGuardian) - Trigger Niagara Systems via Custom Events in Blueprint (ActivateCrystalAlchemist, ActivateThothGuardian)