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unreal-niagara — Claude Code skill: UE5 Niagara VFX

Walks the agent through Niagara in Unreal Engine 5: system and emitter assets, module stacks in the spawn/update stages, effects spawned from Blueprint or C++.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-niagara -a claude-code
Open on GitHub

What unreal-niagara does

The skill covers Niagara on UE 5.8. A system (NS_) is the asset you place or spawn; it holds emitters (NE_) that run through Emitter Spawn/Update, Particle Spawn/Update, an optional Event Handler, and Render. Modules inside a stage execute top to bottom, so a force module sitting above the one that sets the initial value just reads zero.

Worked patterns are there for both languages: SpawnSystemAtLocation for a one-shot at a world point, SpawnSystemAttached for a muzzle flash riding a socket, then SetVariableFloat and the color variant on the returned UNiagaraComponent. Only the User namespace is reachable from gameplay; System, Emitter and Particle parameters stay inside the simulation, which is why a name you set from Blueprint can quietly do nothing.

For C++ the Niagara module has to go into *.Build.cs. Both spawn functions are marked unsafe during actor construction, so call them from BeginPlay onward, and treat a nullptr return as ordinary before touching any variable. GPU Compute emitters want explicit Fixed Bounds — without them the effect culls wrong or vanishes.

What it helps with

  • build an NS_ system out of several emitter templates
  • expose spawn rate and color as User parameters
  • spawn an impact effect at a world location from C++
  • attach a muzzle flash to a weapon socket
  • fix culling on a GPU emitter with wrong bounds

Example prompts for the agent

  • Make an `NS_Impact` system with a spark emitter and expose `SpawnRate` as a User parameter
  • Attach `NS_MuzzleFlash` to `MuzzleSocket` with `SpawnSystemAttached`, then call `Deactivate()` when the shot ends
  • Why does my GPU emitter stop drawing once the camera backs off?

How to install unreal-niagara

1Skills CLI (Vercel)

npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-niagara -a claude-code

2Manually: put the files in place

~/.claude/skills/unreal-niagara/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/unreal-niagara/

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Questions about unreal-niagara

How do I install unreal-niagara in Claude Code?

Run npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-niagara -a claude-code. The skill file lands at ~/.claude/skills/unreal-niagara/SKILL.md.

What does unreal-niagara do?

It gives the agent the Niagara model for UE 5.8: the System/Emitter/Module hierarchy, module order within each stage, User parameters, and spawning effects from Blueprint or C++.

Why won't a parameter take when I set it from Blueprint?

Only User namespace parameters are exposed to gameplay. System, Emitter and Particle parameters are internal to the simulation, so writing to them on the component has no effect.

Source text

SKILL.md · Apache-2.0
---
name: unreal-niagara
description: >
  Create and control VFX in Unreal Engine 5 with Niagara: systems and emitters, modules and
  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.
---

# Unreal Niagara VFX

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 5.8**. (Niagara replaces the legacy Cascade system.)

## When to use

- Use when creating a Niagara System (`NS_`) and Emitters (`NE_`), wiring modules in the
  spawn/update stages, exposing **User** parameters to gameplay, or spawning/driving an effect
  (impact, muzzle flash, fire, magic) from Blueprint or C++.
- Use when the project has Niagara `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`.

## Core workflow

1. **Understand the hierarchy.** A **Niagara System** (`NS_`) is the effect you place/spawn; it
   contains one or more **Emitters** (`NE_`, often emitter *templates*). Each emitter runs in
   stages: **Emitter Spawn/Update**, **Particle Spawn/Update**, optional **Event Handler**, and
   **Render**.
2. **Build behaviour from Modules**, which execute top-to-bottom in each stage (Spawn Rate,
   Add Velocity, Gravity Force, Color over Life, etc.). Order matters — a later module reads the
   values earlier ones wrote.
3. **Know the parameter namespaces:** `System`, `Emitter`, `Particle`, and **`User`**. Only
   **User-namespace** parameters are exposed to and settable from Blueprint/C++; the others are
   internal to the simulation.
4. **Spawn at runtime** with `UNiagaraFunctionLibrary::SpawnSystemAtLocation` (world position)
   or `SpawnSystemAttached` (follows a component/socket), which return a `UNiagaraComponent`.
5. **Drive the effect** by setting its User parameters on the returned component (color, spawn
   rate, a target position) and `Activate`/`Deactivate` it.
6. **Verify** in the Niagara editor preview and in-level; check bounds (especially GPU
   emitters), and confirm the effect culls/destroys correctly.

## Patterns

### 1. Spawn a one-shot effect at a world location (C++)

```cpp
#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).
}
```

### 2. Spawn attached to a socket (muzzle flash that follows the gun)

```cpp
UNiagaraComponent* Muzzle = UNiagaraFunctionLibrary::SpawnSystemAttached(
    MuzzleSystem, WeaponMesh, FName("MuzzleSocket"),
    FVector::ZeroVector, FRotator::ZeroRotator,
    EAttachLocation::SnapToTarget, /*bAutoDestroy*/ true);
```

### 3. Drive an exposed User parameter at runtime

```cpp
// 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);
}
```

### 4. Blueprint equivalent (node flow)

```text
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
```

## Pitfalls

- **Trying to set a System/Emitter/Particle parameter from gameplay** — it won't take. Expose
  it in the **User** namespace; only User parameters are settable via the component.
- **Using Cascade tutorials** — Cascade is deprecated and no longer developed. Niagara is the
  current system; the emitter/module workflow differs. For existing Cascade assets, the
  **Cascade To Niagara Converter** plugin gives a starting point to port from.
- **Crash on the spawned component** — `SpawnSystemAtLocation`/`SpawnSystemAttached` can return
  `nullptr` (no system asset, or the effect was culled before spawning by its scalability
  settings). Null-check the result before setting parameters. Both functions are marked unsafe
  during actor construction, so spawn from `BeginPlay` or later, not the Construction Script.
- **Effect disappears or doesn't cull right** — fixed/incorrect bounds, especially for **GPU
  Compute** emitters which need explicit Fixed Bounds. Set bounds on the emitter/system.
- **Looping effect never stops** — spawned with `bAutoDestroy = false` and never
  `Deactivate()`d; manage the returned component's lifetime, or mark the system non-looping for
  one-shots.
- **GPU sim can't drive gameplay** — GPU particle data isn't readily read back to the CPU;
  collision/events that gameplay must react to should use CPU emitters (or Niagara → gameplay
  via the data interface), not GPU.
- **Module order bugs** — a Force/Velocity module placed before the one that initializes the
  value reads zero. Mind the top-to-bottom stack order.

## References

- Primary docs: "Overview of Niagara Effects"
  (`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.

## Related skills

- `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.

© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills

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