Firework Particles
Double Burst Firework
Double burst version of the firework particle. There is a secondary burst after the initial burst along with added trails from the particles. The particle follows a sequence of events so that each burst and trail occurs when/where it is told to.
Double Burst Emitter Setup
This is a cascade screenshot of the emitter set up within Unreal Engine 4. It is a series of events that trigger one another upon their death. The primary burst sends off a signal to the secondary bursts that also trigger the respective trail sparkles. The hardest thing to get right was the burst scale within the particle so that all of the sprites triggered all at once and were perceived like their real world counterpart. I utilized THIS WEBSITE [link on the bolded text] to capture the colors of the fireworks in a way that reflects reality so as to not appear cartoonish.
Single Burst Firework
Video of the single burst version of the firework. The particle is powered by instance parameters and is easily customized to whatever requirements are needed for the event. The smoke within the particle is still being tweaked.
Single Burst Emitter Setup
This was my first attempt at making a firework particle. It was just a simple burst that had tail sprites emerge, or bloom, out of the center and then flicker away leaving behind smoke. Even in its simplicity it was still a challenge to get quite right. My biggest challenge was overcoming some spawn issues and getting the smoke to appear and disappear uniformly without overcoming the firework.
Firework Tail (Cone)
The tail particles for the fireworks are entirely separate entities due to the nature of the firework particle. The way the emitters are set up would not allow for the tails and the firework burst to be in one single system so I put them together using a Blueprint Script. The tail particle produces its own smoke and sends glowing sprites downward to simulate the flight of the firework.
Firework Tail (Shower)
This particle is similar to the previous tail particle but it differs just in the way it spawns emitters. It has a more shower like spawn rate and descent rather than the cone shape the other tail takes on. Both particle systems [the tails] have a "Shell" emitter that is spawned from the generation of the actual sprite. This "shell' emitter simulates the actual shell that fireworks are contained in and the light/energy they emit when combusting.