gamedev-skills/unreal-niagara
> 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.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.