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Niagara VFX

Blueprint AI authors the Niagara VFX stack end-to-end: systems and their emitters, renderers, exposed parameters, parameter collections, and the module and script graphs that drive simulation — with auto-layout on the script graph.

Create a Niagara system called NS_Sparks in /Game/VFX Create a sprite emitter NE_Embers and add it to NS_Sparks as an emitter named Embers Add a User parameter SpawnRate of type float to NS_Sparks and set its default to 50 Compile NS_Sparks to check it still builds, then describe the system

Add a mesh renderer to NE_Embers and set its mesh to SM_Ember Add a ribbon renderer and set its material List the renderers on NE_Embers

The emitter stack is where behaviour lives — add Set Parameters modules or module-scripts to any stage and link their inputs to parameters.

On the Embers particle-update stage, add a Set Parameters module that sets Particles.Color to (1, 0.4, 0.1, 1) Link that module’s input to Engine.DeltaTime Add an event-handler stage to Embers that responds to Death

Create a Niagara Parameter Collection called NPC_Weather and add a float parameter WindStrength Create a Niagara module script called NSM_Curl and add a float input Strength, then lay out its graph Search Niagara nodes for “curl noise”