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++.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-niagara -a claude-codeWhat 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-code2Manually: put the files in place
~/.claude/skills/unreal-niagara/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/unreal-niagara/
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-niagara -a codex2Manually: put the files in place
.agents/skills/unreal-niagara/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-niagara -a cursor2Manually: put the files in place
.cursor/skills/unreal-niagara/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install gamedev-skills/awesome-gamedev-agent-skills unreal-niagara2Manually: put the files in place
.github/skills/unreal-niagara/SKILL.md1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-niagara -a gemini-cli2Platform CLI
gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills --path skills/unreal/unreal-niagaraManually: put the files in place
.devin/skills/unreal-niagara/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-niagara -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
From the same set40
The whole set →Similar
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