Jason Busby's video tutorials that comes with the Unreal Tournament 3 Collector's Edition does a pretty good job explaining about realtime particles in Unreal Editor. So, I won't really be going into this area except to highlight some important pointers (via screencapture) just as a reminder about the kinds of parameters one should roughly have to make the particles work nicely.
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Start by right-clicking on the Generic Browser and create New ParticleSystem.
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This will be the package you will be saving it to.
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Next, Unreal Editor will open up Cascade, the realtime particle editor within Unreal.
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Upon creating New ParticleSpriteEmitter, you are presented with a very basic particle effect with 3 basic functions. Right-click to add more and more features to it as per requirement. Remember, only add stuff that makes a difference to the look/behaviour of the particle. Any small and unnoticeable effects should be avoided to keep things light and processor-friendly.
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If you open up Envy_Effects.upk from the Effects folder, you will find many ready-to-use neat effects.
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The final list of attributes for a sparks effects should have roughly these in the stack.
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Some effects like collision may not show up in the Cascade preview so check if it is working in-game.
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