why Chase storms when you can create your own in this Unreal Engine tutorial I will show you how to create a twister using Niagara systems now let's get started so the first thing I'll do is delete what I have so that I can show you how to make this effect from scratch now go ahead and open up your content browser and right click to create a new Niagara system choose an empty emitter and then hit create let's rename this nsor twister double click to open it and let's drag this to its own brow Bowser now let's rename this emitter by hitting F2 and I'm just going to call it base now we can start adding some particles to this so under emitter update hit this plus button and choose spawn rate let's give the spawn rate a value of 1,000 and now let's add some velocity here so under particle spawn hit the plus button and choose add velocity we need to fix issue for solve forces and velocity and now we can see some movement taking place under velocity mode let's change it from l here to in cone and we have it going sideways so let's make the xais zero and the z-axis 1 now the particles are spawning upward and let's increase the speed quite a bit I'm going to make it 380 oo nice so now let's go ahead and under initialized particle here let's make the Sprites a little bit smaller so under Sprite size mode go to uniform and then let's give them a size of five just so we can see what they're doing a little bit better so now let's add some spin to them so under particle update here hit the plus button and type in Vortex and choose Vortex Force I'm going to increase this Vortex Force amount to 2,000 I'm also going to increase the origin pull amount to 8,000 and what that will do is it will hold them closer here let me make this zero just to show you what it does increasing this increased the twist amount and increasing this allows them to go up straighter from longer so now I'm going to add another vertex Force that's going to allow it to disperse at the top so let me hit the plus button under particle update again and type in Vortex and we can keep let's make the vortex Force amount here 1,000 and under origin pull amount let's make this negative 1,000 so instead of pulling it in it pulls it out and now what we need to do is check on Vortex origin offset so that we can offset this so it's a bit higher I'm going to make this 850 and now we should be able to see yeah see it's dispersing more up top here let's go ahead and make this just 800 so it happens a little bit lower and nice so I think it's a little bit too thin here so under particle spawn here let's emit the particles from a shape so choose shape location and instead of sphere I'm going to change it to TUS and right now this is a bit too thick for me at the bottom so I'm going to make this 10 for the large radius and for the handle radius I'm going to make that five and let me just make sure this is 10 and nice so we're getting a cool Vortex Force happening and if you want to make a cool effect here you can add a ribbon renderer and if you turn off the Sprite you can see some ribbon twister occurring but now let's add the wind to this effect so the first thing we need to do is under particle update here go ahead and type in set and find set fluid Source attributes what this will do is it will allow us to link it will allow us to link a 3D grid Master emitter which will allow for smoke which will act as the air in this effect but before we add that go to properties here and change the Sim Target to a GPU Sim and the calculate bound mode from Dynamic to fixed this is great for working with a 3D gas a 3D Grid gas mastered emitter so now go ahead and check add emitter and type Master up here and add that grid 3D gas Master emitter now with this added the first thing we're going to see is a sphere with smoke so go to sources here and go ahead and check off the enable for sphere source and then under particle Source particle Source type instead of off choose emitter and now now under emitter binding we want to plug in whatever we named this emitter so I named it base so I'm going to type in base click and then disappear and now we can see that the smoke is taking effect on the particles that we made in this effect but they're a bit limited so let's adjust some of these values to create that cool effect that I had in the beginning so under simulation here let's go ahead and change the world size to, 1500 in all Dimensions we can also increase the point here a little bit higher by making this 45 and nice the smoke isn't dissipating fast enough so under the dissipation right here I'm going to increase this to four we can go ahead and turn off the ribbon renderer now as well and if you want to control the lighting you can do it the same way you do regular scenes by just hitting crl l nice so the the particles are living too long so under initialized particle here let's go ahead and give the lifetime a random range float so that the particles die at different times I'm going to give the minimum value two and the maximum value three nice it's already looking better cool and so back at so back in our grid 3D gas Master emitter let's go go ahead and we'll adjust the resolution at the very end but I want to get make the temp the density buoyancy 10 because right now all it's acting as smoke and it's floating up but with the Twister the wind is going everywhere so I want to make sure that it's not just going up um and nice we're getting the effect that I really like so let's go ahead and increase the resolution to this now and now depending on your computer specs you might want to increase this or decrease this but it's always a good practice to save before doing this cuz it may crash I'm going to give it a value of 375 for the resolution Max access and for the pressure solve iterations I'm going to make this 12 and so now let's go ahead and add this to our scene and see how it's looking before I do that let me make sure to check off the draw bounds to get rid of the red box on the outside there so now let's go ahead and drag and drop this into my scene nice I'm going to add it in my sequencer here and add a little life cycle so I'm going to hit the plus button and then I'm going to choose Niagara component and I'm going to add a Niagara system life cycle track let's drag it to the first frame and then the last and now we can see our little twister being formed and yeah that's how you create this effect if you enjoyed this tutorial I have a tutorial on how to explode anything which also uses the Niagara system thank you for watching please subscribe for future tutorials and like this video If you learned anything thank you so much for watching and have a great day