Unreal Engine 3D Fluid To Flipbook
Source: Dev.to
Baking the Fluid Simulation
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Create a Gas 3D simulation in a Niagara particle system.
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Open the Niagara asset and click the Baker button.

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In the Bake menu, adjust the camera so the particle is centered on the screen.

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Set the bake options:
- Name – choose a descriptive name.
- Frame Size – 128 works well.
- Texture Atlas Size – 1K or 2K resolution is ideal for games.
- Click the Bake button (green arrow).
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The bake process generates a texture atlas similar to this:

Creating the Material
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Create a new material and set its Blend Mode to Translucent.
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Press T to add a Texture Sample node and assign the generated atlas texture to it.
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To remove the black background:
- Divide RGB by Alpha and connect the result to Emissive Color.
- Connect Alpha to Opacity.

Creating the Sprite Emitter
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Use the Sprite Template to create a new Niagara particle system.
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Add the following modules (in this order):
- Scale Sprite Size (optional, for size control)
- Sub UV Animation

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Configure the Sub UV Animation module to use the texture atlas you baked.
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To adjust sprite size, connect a Scale Sprite Size node as shown:

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Enable looping: open the Emitter Update module, set Loop Count to Infinite, and adjust the Loop Delay as needed.

That’s it—you now have a 2D flip‑book version of your 3D fluid simulation ready to use in any Unreal Engine project.