Showing a few parameters from the Strands emitter that control the ribbons’ shape and behavior
Personal Project: Soul Reaper
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A Niagara-based interactive strand system in Unreal Engine where GPU strands dynamically attach to moving targets, lift them through a state-driven levitation phase, release them into physics-based falling with collision, and trigger secondary effects on impact. The setup uses custom scratch pad modules for multi-strand indexing, per-strand source/target assignment, attachment state evaluation, delayed fall logic, re-hook resets, and controlled target motion. Additional emitters read target state through particle attribute readers to spawn returning soul particles and trailing wisps, while impact logic reuses stored landing data to trigger collision-based burst effects exactly at the hit location.