Welcome to NinjaLive 1.3: real-time 2D fluid simulation for PC and Mobile app developers, inside Unreal.
For baking fluid simulation, see: FluidNinja VFX Tools
Key features
Ready for Cinematic Rendering via UE 4.26 MovieRenderQueue
Ready to drive Volumetric Clouds, Fog and Niagara Systems
Autonomous: following a three step setup, responsive fluid simulation Actors could be placed on level
Embeddable: fluid sim Actor Component could be added to user defined classes, pawns, vehicles
Scalable: could be optimized for average mobile devices – or run a 4k simulation container
Simulation buffers (density, velocity, pressure) exposed as RenderTargets
Input
Static and Dynamic mesh position, size and velocity
Skeletal Mesh Bone & Socket position, size and velocity
Texture and Material based density, velocity
SceneCaptureCamera and Streaming video based density
User gestures via mouse and touchscreen
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Technical Details
Sim variables accessible by Blueprints and Sequencer
Preset based simulation management
User editable sim-output Materials
Sim velocity driven Detail Maps
LOD, Proximity based Sleep/Wake, Memory Pooling
29 demo levels providing usage examples
Manual, Tutorial videos and annotated blueprints
Tested under UE5 EarlyAccess1
Level & game design
Live is supporting a design approach with multiple, local fluidsim containers for character and area effects
Live is not a robust “whole world system” – it is designed for a multitude of dispersed, local interactions
Implementation
NinjaLive is a compact Unreal Project – its feature set could be utilized in games by merging
It is based on standard Unreal assets (Blueprints, Materials)
Live does not rely on Niagara – but could be used to drive Niagara
Does not contain C++ code, pre-compiled elements, or third party content
Cooking, compiling and packaging is tested for Windows PC, Apple, iOS and Android Mobile