> the spawn/update stages, exposed User parameters, and spawning or driving effects from Blueprints or C++. Use when building particle effects, NS_/NE_ assets, spawning a Niagara system at runtime, setting User parameters, or when the user mentions Niagara, VFX, or a particle system in Unreal.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unreal-niagara
Build and control real-time visual effects in UE5 with Niagara: understand the
System/Emitter/Module hierarchy, expose parameters you can drive from gameplay, and spawn
effects at runtime. Targets UE 5.4+. (Niagara replaces the legacy Cascade system.)
NS_) and Emitters (NE_), wiring modules in thespawn/update stages, exposing User parameters to gameplay, or spawning/driving an effect
(impact, muzzle flash, fire, magic) from Blueprint or C++.
NS_/NE_ assets or references UNiagaraComponent.When *not* to use: material/shader authoring (the look of a surface, not particles) is a
separate topic; shader-programming covers cross-engine shader concepts. Audio for the effect
→ audio-design.
NS_) is the effect you place/spawn; itcontains one or more Emitters (NE_, often emitter *templates*). Each emitter runs in
stages: Emitter Spawn/Update, Particle Spawn/Update, optional Event Handler, and
Render.
Add Velocity, Gravity Force, Color over Life, etc.). Order matters — a later module reads the
values earlier ones wrote.
System, Emitter, Particle, and User. OnlyUser-namespace parameters are exposed to and settable from Blueprint/C++; the others are
internal to the simulation.
UNiagaraFunctionLibrary::SpawnSystemAtLocation (world position)or SpawnSystemAttached (follows a component/socket), which return a UNiagaraComponent.
rate, a target position) and Activate/Deactivate it.
emitters), and confirm the effect culls/destroys correctly.
#include "NiagaraFunctionLibrary.h"
#include "NiagaraComponent.h"
// ImpactSystem is a UPROPERTY(EditAnywhere) TObjectPtr<UNiagaraSystem>.
void AProjectile::SpawnImpact(const FVector& Location, const FRotator& Rotation)
{
UNiagaraComponent* FX = UNiagaraFunctionLibrary::SpawnSystemAtLocation(
GetWorld(), ImpactSystem, Location, Rotation);
// FX auto-destroys when finished for a one-shot (system marked non-looping).
}
UNiagaraComponent* Muzzle = UNiagaraFunctionLibrary::SpawnSystemAttached(
MuzzleSystem, WeaponMesh, FName("MuzzleSocket"),
FVector::ZeroVector, FRotator::ZeroRotator,
EAttachLocation::SnapToTarget, /*bAutoDestroy*/ true);
// Only User-namespace parameters can be set from gameplay. Names match the User parameter.
if (UNiagaraComponent* Fire = UNiagaraFunctionLibrary::SpawnSystemAttached(
FireSystem, RootComponent, NAME_None, FVector::ZeroVector, FRotator::ZeroRotator,
EAttachLocation::KeepRelativeOffset, /*bAutoDestroy*/ false))
{
Fire->SetVariableFloat(FName("SpawnRate"), 250.f); // User.SpawnRate
Fire->SetVariableLinearColor(FName("FireColor"), FLinearColor::Red);
}
Spawn System at Location (System = NS_Impact, Location, Rotation) -> returns Niagara Component
On the returned component:
Set Niagara Variable (Float) Name="SpawnRate" Value=250
Set Niagara Variable (LinearColor) Name="FireColor" Value=Red
it in the User namespace; only User parameters are settable via the component.
emitter/module workflow differs.
Compute** emitters which need explicit Fixed Bounds. Set bounds on the emitter/system.
bAutoDestroy = false and neverDeactivate()d; manage the returned component's lifetime, or mark the system non-looping for
one-shots.
collision/events that gameplay must react to should use CPU emitters (or Niagara → gameplay
via the data interface), not GPU.
value reads zero. Mind the top-to-bottom stack order.
(https://dev.epicgames.com/documentation/en-us/unreal-engine/overview-of-niagara-effects-for-unreal-engine)
and the UNiagaraFunctionLibrary / UNiagaraComponent API. Add the Niagara module to
*.Build.cs for C++ access.
shader-programming — material/shader concepts for particle materials.unreal-cpp-gameplay — spawning effects from gameplay code and module setup.unreal-blueprints — triggering effects from visual scripts.Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.
Analyzes job descriptions and generates tailored resumes that highlight relevant experience, skills, and achievements to maximize interview chances
Generate Excalidraw diagrams from natural language descriptions. Use when asked to "create a diagram", "make a flowchart", "visualize a process", "draw a system architecture", "create a mind map", or "generate an Excalidraw file". Supports flowcharts, relationship diagrams, mind maps, and system architecture diagrams. Outputs .excalidraw JSON files that can be opened directly in Excalidraw.
Build and distribute Expo development clients locally or via TestFlight
Use when you have a written implementation plan to execute in a separate session with review checkpoints
Data structure for annotated matrices in single-cell analysis. Use when working with .h5ad files or integrating with the scverse ecosystem. This is the data format skill—for analysis workflows use scanpy; for probabilistic models use scvi-tools; for population-scale queries use cellxgene-census.
Benchling R&D platform integration. Access registry (DNA, proteins), inventory, ELN entries, workflows via API, build Benchling Apps, query Data Warehouse, for lab data management automation.
Comprehensive molecular biology toolkit. Use for sequence manipulation, file parsing (FASTA/GenBank/PDB), phylogenetics, and programmatic NCBI/PubMed access (Bio.Entrez). Best for batch processing, custom bioinformatics pipelines, BLAST automation. For quick lookups use gget; for multi-service integration use bioservices.
Take gamedev-skills/unreal-niagara from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.