niagara-authoring

Create, modify, compile, and visually evaluate Niagara particle systems in Unreal Engine 5.

Updated May 29, 2026
One-click install
npx skills add https://github.com/JanVogelsang/UE-AgentFramework --skill niagara-authoring-janvogelsang
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: niagara-authoring
Source: https://github.com/JanVogelsang/UE-AgentFramework/tree/main/UnrealEngine/skills/niagara-authoring
Command: npx skills add https://github.com/JanVogelsang/UE-AgentFramework --skill niagara-authoring-janvogelsang

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Authoring Niagara VFX systems in Unreal Engine requires deep knowledge of module stack ordering, execution phases, parameter scopes, and renderer configuration, and mistakes like misplaced solvers or missing scalability settings cause visual bugs and performance problems that are hard to diagnose. ## Core Features & Use Cases - Structured System Authoring: Create Niagara systems, effect types, and data channels, then add emitters, modules, and renderers through deterministic tool calls with correct phase and stack ordering rules. - Parameter & Data Interface Management: Expose User parameters, bind data interfaces like Niagara Data Channels, configure inline curves, and inspect parameters across all scopes. - Verification Loop: Compile systems synchronously to catch errors and capture a 2x2 keyframe image grid to visually evaluate burst shape, expansion, drag, and fade over the simulation lifetime. - Use Case: Build a complete explosion effect by adding a SpriteBurst emitter, configuring SpawnBurstInstantaneous, SphereLocation, Drag, and ScaleColor modules, attaching a Light renderer, compiling, and reviewing the captured keyframes for artifacts. ## Quick Start Create a Niagara explosion system at /Game/VFX/NS_Explosion with a burst emitter, drag and color fade modules, then compile it and show me the captured preview frames.

Frequently Asked Questions about niagara-authoring

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a Niagara particle system in Unreal Engine 5?▼

Create the system asset with create_niagara_system, then add emitters from templates like SpriteBurst or GPUSimulation, insert modules into the appropriate execution phases, configure renderers, and finish by compiling the system to verify zero errors.

How do I fix Niagara module ordering issues in ParticleUpdate?▼

Place SolveForcesAndVelocity after all force modules such as GravityForce, Drag, and AccelerationForce in ParticleUpdate. UpdateAge must run before any module that samples Particles.NormalizedAge, and spawn location modules must precede AddVelocity.

When should I use Niagara Data Channels instead of SpawnSystemAtLocation?▼

Use Niagara Data Channels for high-frequency or overlapping events like machine gun impacts, footsteps, and shell casings. Spawning individual systems per event creates heavy garbage collection and draw call overhead, while a persistent listener system reading a data channel avoids that cost.

Can I configure Niagara curve inputs directly on a module pin?▼

Yes, set_niagara_module_pin accepts curve_keys to configure inline curve data interfaces on inputs like ScaleSpriteSize or ScaleColor. Multi-channel curves accept per-channel key arrays, and the module's mode switch must be set so the curve pin is active.

Why does my Niagara effect cause frame drops during gameplay?▼

Common causes include missing EffectType assignment, uncapped particle counts on CPU simulation, and per-frame bounds recalculation. Assign an EffectType with distance culling, switch to GPU simulation above roughly 1,000 particles, and enable Fixed Bounds on finished assets.