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/unreal-niagara

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

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

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How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/unreal-niagara

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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

SKILL.md

unreal-niagara.SKILL.md
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++)

#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)

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

3. Drive an exposed User parameter at runtime

// 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)

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 legacy/deprecated. Niagara is the current system; the

emitter/module workflow differs.

  • **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.
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