In the scene, I used the Niagara System to create two particle effects. One is the red light effect of the idol concentrating energy to summon the evil god, and the other is the flock of birds surrounding above the temple. At present, I have no knowledge of the Niagara System at all. Therefore, these two particle systems are modified from ready-made templates. In the following text, I will briefly introduce these two systems.


The red light effect system comprises two emitters . First, particles are emitted via bursts and exhibit a vortex-like rotation due to the influence of the vortex force field. Additionally, another emitter is established as a sub-emitter, which generates secondary particles based on the existing ones to produce a trailing effect.


Another one utilizes the Niagara particle system to generate flocks of birds. This system employs a simple emitter, where the mesh renderer is used to replace particles with bird animations. Additionally, vortex force and cone initial velocity are incorporated into the particle setup based on the Fountain configuration, thereby creating the effect of bird flocks flying around buildings.
Add Particle Cache



Here is the way to render Niagara particles in a sequencer, follow these steps: 1. Add NiagaraComponenet under the particle system in Sequencer. 2. Add the Niagara System Life Cycle Track. 3. Add cache for Niagara particles. After completing the above steps, the niagara particles can be rendered correctly and ensure that the playback result is correct after caching.