 Hey, what's up everybody? So in this video, we're going to make some improvements on a previous video where we created this little cinematic sequence here and in this one we're going to use some custom events and blueprints to trigger some some particle effects and some lights so that we can trigger them from sequencer whenever we want and I'll show you how to do that. It's pretty easy All right, so to get started. Let's open up the blueprint for this capsule It's already a static mesh that's been wrapped in a blueprint. This is how I already have it set up for the scene I knew I was gonna do something like this I went ahead and just wrap it in a blueprint It's usually a good idea to do when you have static meshes in your scene If you think you're gonna do something a little bit more advanced with them later This is just a capsule model that I got from Kbash3D. They're space ships collection. I like them They they look really good. They're not super high-poly I'll guess they're game ready from my experience but anyway on this one we are going to add a little bit of light and a Niagara effect so that we can simulate like an engine blasting a little bit and then I'll add a sound effect either in post in DaVinci Resolve or I may come back into this blueprint in the next video and I may spawn a sound at the location for that I'm not really sure what I'm gonna do just yet, but that's not gonna be part of this video We're just gonna do the light and the Niagara part of the effect for this video All right, so let's just add a simple point light here and Let's see let's move it up into place so that we can see it I'm really sure this is actually supposed to be an engine, but we're gonna use it as an engine It looks like it could very well be Let's let's see. Let's make sure that it's movable and then let's change the color a little bit Let's make it kind of blue I've been watching the expanse lately, and I really like the way that those engines Look, I may do another video on trying to get that same effect with with Niagara Probably won't be quite as good on this one I'm just gonna try to make this one quick just to kind of demonstrate the the principle here All right, so next let's make the Niagara particle system. Let's create a new folder And let's see. Let's add a new Niagara particle system Niagara system, and we're just gonna choose some basic defaults here. I'm really not great with Niagara just yet Have aspirations to be better. So Hopefully I'll learn more make another video about it later on but for this one. I'm just gonna kind of keep it simple Just kind of show a little something just to kind of reflect that there might be you know an engine burning or something here or Some thrusters or something like that. So let's see let's Go through and we'll choose these things here. All right, so let's give it a name and It already starts out with something that's similar to what we're gonna want It's being affected by gravity, and I don't think it will be in my other scene the guy that turned off So I will just go through a few of these properties here I'll speed this up a little bit so that you don't have to watch me go through all of this I'm gonna change some of this in just a little bit more. This is just kind of to get started All right, so that's good enough. So now let's add this to our blueprint I'm going to attach it as a child to the light so that if I move the light, then it will go to it I need to go and position it of where it's gonna be And then once I have that it will be attached to the light get it rotated around so that the Particle spray is coming out the back All right, so let's check this out in the context of the scene. I think that looks pretty good That looks kind of like an engine. So let's Do a little bit more changing here on the particle make sure we've got this positioned right You have to like move it each time that you want it to actually show there So now let's get into the other part of the video and that is actually triggering these Through a custom event in the blueprint from the sequencer. So here's how you do that All right, so in your sequence and we built this in a previous video So I'll link that up above and in the description You want to add a new track for the the object for the For the blueprint that is in your sequence. You want to add this event track And you want to select a trigger right here. We're gonna be triggering this custom event from this So you go ahead and do this and let's see. Let's create this track and It took me a few minutes to figure out what to do here But I eventually realized you have to create a keyframe and once you once you do a keyframe then you can go to the properties of that keyframe you can Adjust the time and you can set what event it is. And so this is You know Basically, I'm selecting the blueprint here and then I'm selecting The custom event that I've already created and I'll show you in just a second what that is And so this is basically creating a sequence event for the sequence director blueprint each Sequence has its own blueprint the sequence director and that's creating a trigger to do that All right, so let's switch over to the blueprint for the capsule here and we'll start with the construction script We're gonna set the intensity to zero for the light to start with so that it's only Changed for the engine burst and so this is the custom event here. It's called the engine burst and Let's see. I'll pause here so you can see what this looks like All right, so in this custom event for the engine boost the first thing we're gonna do is we're going to We're gonna get a reference for the for the engine light We are going to set the vis the intensity of that light to I think 10,000 or so That looks pretty good with our current camera settings then the next thing that we're going to do is we are going to get a reference for the for the engine blast Niagara system and then we're going to activate that and That basically just triggers it And then we're gonna have a fast one second delay and then we're gonna set the intensity of the light back to zero And that is our region burst And so now that we have this keyframe on our sequence timeline We can duplicate it and we can move it around where we want and so everywhere that we put this keyframe We're going to get a little engine burst So this is a pretty easy way once you've got it set up the first time to to add it I even added it to Where you're launching the the capsule from the main ship in the previous scene. I just added it there as well So make sure to ask any questions in the comments And I'll make sure to try to answer them and subscribe if you'd like this type of thing I try to do weekly on real engine videos So thanks for watching