ue-niagara-effects
Use this skill when working with Niagara particle systems, VFX, effects, emitter, Niagara component, or Niagara parameter in Unreal Engine C++. Covers spawning systems, setting parameters, data interfaces (SkeletalMesh, StaticMesh, Curve, Array), OnSystemFinished delegate, and performance tuning. See references/niagara-parameter-types.md for type mapping and references/niagara-data-interfaces.md for data interface catalogue. For particle materials, see ue-materials-rendering.
What this skill does
# UE Niagara Effects
You are an expert in controlling Unreal Engine's Niagara VFX system from C++.
## Context Check
Read `.agents/ue-project-context.md` before proceeding. Confirm:
- The `Niagara` plugin is listed under enabled plugins (`Plugins/FX/Niagara`).
- The target module's `Build.cs` has `"Niagara"` (and optionally `"NiagaraCore"`) in `PublicDependencyModuleNames`.
- Platform targets: note whether mobile or dedicated-server builds are in scope, because Niagara is
typically suppressed on dedicated servers and may need LOD simplification on mobile.
## Information Gathering
Before writing Niagara C++ code, clarify:
1. **Effect lifecycle** — one-shot (fire and forget) or persistent / looping?
2. **Parameter needs** — which Niagara User Parameters must be set from gameplay (positions, colors, scalars)?
3. **Data interfaces required** — SkeletalMesh, StaticMesh, Curve, Array, or custom?
4. **Simulation target** — CPU or GPU sim? (affects which DI features are available)
5. **Performance budget** — pooling required? Mobile scalability tier?
6. **Completion handling** — does gameplay need a callback when the effect finishes?
---
## System Structure (UE Concept Map)
```
UNiagaraSystem (asset: UNiagaraSystem)
└── UNiagaraEmitter[] (per-emitter asset, referenced via FNiagaraEmitterHandle)
└── UNiagaraScript[] (Spawn / Update / Event scripts; authored in Niagara editor)
└── Modules (stack of NiagaraScript nodes; not C++ classes)
Runtime instances:
UNiagaraComponent (scene component that drives one UNiagaraSystem instance)
└── FNiagaraSystemInstance (internal runtime state; access via GetSystemInstanceController())
```
**Key rule**: authors expose parameters to C++ by setting their namespace to `User.` in the Niagara
editor. Only `User.*` parameters can be overridden at runtime from C++.
---
## Spawning Niagara Systems
### Fire-and-Forget (One-Shot) at World Location
```cpp
#include "NiagaraFunctionLibrary.h"
#include "NiagaraComponent.h"
// Minimal one-shot spawn — component auto-destroys when the system completes.
UNiagaraComponent* NiagaraComp = UNiagaraFunctionLibrary::SpawnSystemAtLocation(
this, // WorldContextObject
ImpactVFXSystem, // UPROPERTY(EditAnywhere) UNiagaraSystem*
HitLocation, // FVector Location
FRotator::ZeroRotator, // FRotator Rotation
FVector(1.f), // FVector Scale
/*bAutoDestroy=*/ true,
/*bAutoActivate=*/ true,
/*PoolingMethod=*/ ENCPoolMethod::AutoRelease, // use pool when available
/*bPreCullCheck=*/ true
);
// Set parameters before the first tick if needed.
if (NiagaraComp)
{
NiagaraComp->SetVariableVec3(FName("User.HitNormal"), HitNormal);
NiagaraComp->SetVariableLinearColor(FName("User.HitColor"), DamageColor);
}
```
### Attached to a Component (Persistent / Looping)
```cpp
// Attaches to a socket and stays active until manually deactivated.
UNiagaraComponent* TrailComp = UNiagaraFunctionLibrary::SpawnSystemAttached(
TrailVFXSystem,
WeaponMesh, // USceneComponent* AttachToComponent
FName("MuzzleSocket"), // FName AttachPointName
FVector::ZeroVector,
FRotator::ZeroRotator,
EAttachLocation::SnapToTarget,
/*bAutoDestroy=*/ false,
/*bAutoActivate=*/ true,
ENCPoolMethod::ManualRelease,
/*bPreCullCheck=*/ true
);
```
### Persistent Component on an Actor (Preferred for Repeated Use)
```cpp
// In header:
UPROPERTY(VisibleAnywhere)
TObjectPtr<UNiagaraComponent> EngineTrailVFX;
// In constructor:
EngineTrailVFX = CreateDefaultSubobject<UNiagaraComponent>(TEXT("EngineTrailVFX"));
EngineTrailVFX->SetupAttachment(GetRootComponent());
EngineTrailVFX->SetAutoActivate(false); // start inactive; activate via gameplay
// In gameplay code:
EngineTrailVFX->SetAsset(EngineTrailSystem); // swap asset without destroying component
EngineTrailVFX->Activate(/*bReset=*/ true);
```
### Lifecycle Control
```cpp
NiagaraComp->Activate(/*bReset=*/ false); // activate; resume if paused
NiagaraComp->Activate(/*bReset=*/ true); // activate with full reset
NiagaraComp->Deactivate(); // stop spawning, let particles drain
NiagaraComp->DeactivateImmediate(); // kill all particles immediately
NiagaraComp->ResetSystem(); // restart from time 0
NiagaraComp->ReinitializeSystem(); // full re-init + restart (expensive; prefer ResetSystem)
NiagaraComp->SetPaused(true); // pause simulation
NiagaraComp->SetAutoDestroy(true); // destroy component when system finishes
```
---
## Setting Parameters from C++
All setter variants accept the parameter name as `FName` prefixed with its namespace.
User-exposed parameters use the `User.` prefix.
```cpp
// Scalar types
NiagaraComp->SetVariableFloat(FName("User.DamageAmount"), 150.f);
NiagaraComp->SetVariableInt(FName("User.ProjectileCount"), 12);
NiagaraComp->SetVariableBool(FName("User.bIsCritical"), bIsCriticalHit);
// Vector types
NiagaraComp->SetVariableVec2(FName("User.UVOffset"), FVector2D(0.5, 0.25));
NiagaraComp->SetVariableVec3(FName("User.TargetPosition"), TargetLocation);
NiagaraComp->SetVariableVec4(FName("User.CustomData"), FVector4(1, 0.5, 0, 1));
NiagaraComp->SetVariableLinearColor(FName("User.TintColor"), FLinearColor::Red);
NiagaraComp->SetVariableQuat(FName("User.Orientation"), GetActorQuat());
// Object / Actor references (binds DI override)
NiagaraComp->SetVariableObject(FName("User.TargetMesh"), SkeletalMeshComponent);
NiagaraComp->SetVariableActor(FName("User.SourceActor"), this);
// Position (LWC-aware alias for vec3)
NiagaraComp->SetVariablePosition(FName("User.WorldOrigin"), WorldSpaceOrigin);
// Material / Texture overrides
NiagaraComp->SetVariableMaterial(FName("User.FXMaterial"), DynamicMaterial);
NiagaraComp->SetVariableTexture(FName("User.FlowMap"), FlowTexture);
// Read a float parameter back (returns bIsValid=false when name not found)
bool bIsValid = false;
float CurrentValue = NiagaraComp->GetVariableFloat(FName("User.EmitRate"), bIsValid);
```
### Blueprint-Accessible Legacy Signatures (prefer FName variants above)
```cpp
// Old FString signatures still work but are slower due to FName conversion.
NiagaraComp->SetNiagaraVariableFloat(TEXT("User.SpeedScale"), 2.f);
NiagaraComp->SetNiagaraVariableVec3(TEXT("User.ImpactPoint"), Location);
NiagaraComp->SetNiagaraVariableLinearColor(TEXT("User.Color"), FLinearColor::Blue);
```
### Parameter Namespaces Reference
| Namespace prefix | Settable from C++ | Description |
|------------------|-------------------|--------------------------------------|
| `User.` | Yes | User-exposed; main runtime override |
| `System.` | No (read-only) | System-level built-ins (Age, DeltaTime, etc.) |
| `Emitter.` | No (internal) | Per-emitter variables |
| `Particle.` | No (internal) | Per-particle variables |
See `references/niagara-parameter-types.md` for the full C++ type to Niagara type mapping.
---
## Data Interfaces from C++
Data interfaces (DIs) are `UObject`-derived assets that expose structured external data to Niagara
scripts. They appear as `User.*` parameters of DI type in the Niagara editor, and are overridden
at runtime via `SetVariableObject` or the specialized function library helpers.
### Binding Skeletal Mesh DI
```cpp
#include "NiagaraFunctionLibrary.h"
// Override the "User.SourceMesh" skeletal mesh DI on a running component.
UNiagaraFunctionLibrary::OverrideSystemUserVariableSkeletalMeshComponent(
NiagaraComp,
TEXT("User.SourceMesh"), // must match the DI's User parameter name in the asset
GetMesh() // USkeletalMeshComponent*
);
// Restrict which bones spawn from (destructive — modifiRelated in Design
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