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In this episode we set up Niagara Fluids 2D to be fully integrated with character movement and gameplay abilities. We utilize collision particles, spawning them for a short period of time and passing in location and size of the hit into our water blueprint. 00:00 Intro 00:15 Today's Goals and Key Concepts 01:51 Prep steps 02:40 Niagara Fluids 3D water (and why we're not using 3D water for our game) 05:34 Niagara Fluids 2D water overview 09:34 Indoor Water Blueprint with Water Drops 17:21 ISSUE FIX: Water level dropping 19:10 Footstep interaction setup 32:34 Flamethrower water interaction 39:52 Fireball water interaction 42:31 Hiding Particles in the interaction 43:33 Conclusion and preview of next episode New episode released every Saturday morning! Previous Episodes Referenced Footstep Sounds (Episode 19): • Let's Build the RPG! - 19 – Character Foot... Water Footstep Sounds (Episode 20): • Let's Build the RPG! - 20 - Water Footstep... Water Footstep Splash Effects (Episode 21): • Let's Build the RPG! - 21 - Niagara Water ... Gameplay Abilities (episode 26): • Let's Build the RPG! - 26 – Creating a Blu... Flamethrower (episode 27): • Let's Build the RPG! - 27 – UE5 Channeled ... Fireball (Episode 30): • Let's Build the RPG! - 30 – UE5 Anim Monta...