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unreal-niagara

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Unreal Engine Niagara VFX skill for particle simulations, GPU sprites, and procedural visual effects.

QUICK START

How to use this skill

Bring this guide into your coding agent with a prompt tailored to the tool you use.

  1. Open your project in Codex.
  2. Copy the prompt below and paste it into your agent.
  3. Review the proposed files and risks before you approve installation.
Prompt to paste
I want to install this Agent Skill for this project in Codex.

Source SKILL.md: https://github.com/a5c-ai/babysitter/blob/HEAD/library/specializations/game-development/skills/unreal-niagara/SKILL.md

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First, summarize what it does, its dependencies, license status if identifiable, and any risks. Show the exact files you propose to add under .agents/skills/unreal-niagara/. Do not write files or run scripts until I approve.

After I approve, install the complete skill folder, including required referenced files, into that project location. Verify it is discoverable, then tell me its actual invocation name and how to use it. Do not claim it is installed until you have verified it.

Copying this prompt does not install or run the skill. Review third-party files before use. Codex skill guide

Unreal Niagara Skill

Niagara visual effects system for Unreal Engine.

Overview

This skill provides capabilities for creating visual effects using Unreal's Niagara system, including particle simulations, GPU particles, and procedural effects.

Capabilities

Particle Systems

  • Create emitter modules
  • Configure spawn, update, render
  • Handle particle attributes
  • Implement GPU simulation

Module Development

  • Create custom modules
  • Implement scratch pad modules
  • Handle data interfaces
  • Build reusable libraries

Integration

  • Spawn from Blueprints/C++
  • Handle events and triggers
  • Integrate with gameplay
  • Manage performance

Advanced Features

  • Implement mesh particles
  • Create ribbon effects
  • Handle simulation stages
  • Build fluid simulations

Prerequisites

  • Unreal Engine 5.0+
  • Niagara plugin enabled

Usage Patterns

Spawning Effects

// C++ spawn
UNiagaraComponent* NiagaraComp = UNiagaraFunctionLibrary::SpawnSystemAtLocation(
    GetWorld(),
    ExplosionEffect,
    Location,
    Rotation
);

// Set parameters
NiagaraComp->SetVariableFloat(FName("Scale"), 2.0f);

Blueprint Integration

1. Add Niagara Component
2. Set Niagara System Asset
3. Call Activate/Deactivate
4. Set User Parameters
5. Handle completion events

Best Practices

  1. Use GPU simulation for large counts
  2. Create module libraries
  3. Profile with Niagara debugger
  4. Set scalability settings
  5. Use LOD for distant effects

References