# FX

**URL:** https://forums.unrealengine.com/c/development-discussion/asset-creation/fx/129.md

[Latest](https://forums.unrealengine.com/latest.md) · [Categories](https://forums.unrealengine.com/categories.md) · [Tags](https://forums.unrealengine.com/tags.md)

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## [About the FX category](https://forums.unrealengine.com/t/about-the-fx-category/248554)

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**Author:** [@SkyeEden](https://forums.unrealengine.com/u/SkyeEden)\
**Replies:** 0\
**Last updated:** [September 2, 2021, 12:55am UTC](https://forums.unrealengine.com/t/about-the-fx-category/248554 "2021-09-02T00:55:14Z")

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Creators of special effects, this dazzling space is for you.

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## [UE5.5.4 Niagara Particle Collision Problem](https://forums.unrealengine.com/t/ue5-5-4-niagara-particle-collision-problem/2854478)

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**Author:** [@Col.Maverick](https://forums.unrealengine.com/u/Col.Maverick)\
**Replies:** 0\
**Last updated:** [November 12, 2026, 9:52am UTC](https://forums.unrealengine.com/t/ue5-5-4-niagara-particle-collision-problem/2854478 "2026-11-12T09:52:56Z")

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I was using Niagara to create a shell-eject fx for the guns. After the configuration of the collision, most of the shell ejected onto the ground were correct. They gradually slowed down and entered resting. However, ther…

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## [Scaling Static mesh in one axis breaks box colliders](https://forums.unrealengine.com/t/scaling-static-mesh-in-one-axis-breaks-box-colliders/2852521)

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**Author:** [@ProzackPH7](https://forums.unrealengine.com/u/ProzackPH7)\
**Replies:** 1\
**Last updated:** [November 9, 2026, 8:21am UTC](https://forums.unrealengine.com/t/scaling-static-mesh-in-one-axis-breaks-box-colliders/2852521 "2026-11-09T08:21:14Z")

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When scaling a mesh in one axis with Box Colliders, the colliders are skewed improperly: Normal ^ X axis scaled by -1 ^ Any help would be great

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## [Grid2d collection no cellnums setting shown in ue5 niagara](https://forums.unrealengine.com/t/grid2d-collection-no-cellnums-setting-shown-in-ue5-niagara/531971)

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**Author:** [@yizhendongfeng](https://forums.unrealengine.com/u/yizhendongfeng)\
**Replies:** 6\
**Last updated:** [November 8, 2026, 10:19am UTC](https://forums.unrealengine.com/t/grid2d-collection-no-cellnums-setting-shown-in-ue5-niagara/531971 "2026-11-08T10:19:54Z")

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## [Niagara System User Paramter seem broken](https://forums.unrealengine.com/t/niagara-system-user-paramter-seem-broken/2728450)

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**Author:** [@Wissenschaftlich](https://forums.unrealengine.com/u/Wissenschaftlich)\
**Replies:** 3\
**Last updated:** [October 22, 2026, 7:59am UTC](https://forums.unrealengine.com/t/niagara-system-user-paramter-seem-broken/2728450 "2026-10-22T07:59:35Z")

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Hey guys, so I am about to lose my mind here. I used a 100 different ways to try to create a beam shot in niagara that should change it´s length depending on how far away the target it will hit is going to be. So I creat…

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## [Calculating Velocity/Rotation from manually driven Texture Positions in Niagara?](https://forums.unrealengine.com/t/calculating-velocity-rotation-from-manually-driven-texture-positions-in-niagara/2733622)

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**Author:** [@blindminds](https://forums.unrealengine.com/u/blindminds)\
**Replies:** 2\
**Last updated:** [October 6, 2026, 1:23am UTC](https://forums.unrealengine.com/t/calculating-velocity-rotation-from-manually-driven-texture-positions-in-niagara/2733622 "2026-10-06T01:23:07Z")

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I’m working on a highly optimized custom ECS / Data-Oriented flocking framework in C++ capable of running 150,000+ boids. To render this, I am calculating all the math in C++ memory arenas and pushing the data to Niagara…

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## [Set the size of each particle using an array](https://forums.unrealengine.com/t/set-the-size-of-each-particle-using-an-array/2835050)

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**Author:** [@ViaCognita](https://forums.unrealengine.com/u/ViaCognita)\
**Replies:** 2\
**Last updated:** [September 29, 2026, 5:38am UTC](https://forums.unrealengine.com/t/set-the-size-of-each-particle-using-an-array/2835050 "2026-09-29T05:38:03Z")

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Hi! I have done this with colour and position: use an array for colours and positions. Now, I’m trying to change the size of the sprite for each particle using also an array, but I can’t find it. By the way, I’m usi…

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## [Scale a niagara particle system](https://forums.unrealengine.com/t/scale-a-niagara-particle-system/450101)

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**Author:** [@YuuJin](https://forums.unrealengine.com/u/YuuJin)\
**Replies:** 41\
**Last updated:** [September 28, 2026, 6:05pm UTC](https://forums.unrealengine.com/t/scale-a-niagara-particle-system/450101 "2026-09-28T18:05:09Z")

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is it possible to scale an entire niagara particle system as a whole?

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## [Use Niagara to spawn points of light at a specific location.](https://forums.unrealengine.com/t/use-niagara-to-spawn-points-of-light-at-a-specific-location/2834707)

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**Author:** [@ViaCognita](https://forums.unrealengine.com/u/ViaCognita)\
**Replies:** 2\
**Last updated:** [September 28, 2026, 5:42pm UTC](https://forums.unrealengine.com/t/use-niagara-to-spawn-points-of-light-at-a-specific-location/2834707 "2026-09-28T17:42:15Z")

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Hi! I want to show points of light and, instead using actors with an emissive material, someone has suggested me to use Niagara particles. However, I don’t know anything about Niagara. Rather than starting to read and …

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## [Performance of passing data via Niagara user parameters?](https://forums.unrealengine.com/t/performance-of-passing-data-via-niagara-user-parameters/2490740)

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**Author:** [@Evman](https://forums.unrealengine.com/u/Evman)\
**Replies:** 2\
**Last updated:** [September 26, 2026, 8:52am UTC](https://forums.unrealengine.com/t/performance-of-passing-data-via-niagara-user-parameters/2490740 "2026-09-26T08:52:58Z")

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Hi :waving\_hand: , I’m building a GPU Niagara system using custom HLSL in a Niagara scratch pad, which is doing a bit math per particle using data from five vector arrays I pass to Niagara from c++. The arrays contain …

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## [Niagara User Parameters inside blueprint instances are reset on changes to the BP class](https://forums.unrealengine.com/t/niagara-user-parameters-inside-blueprint-instances-are-reset-on-changes-to-the-bp-class/1543152)

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**Author:** [@lucio.pc](https://forums.unrealengine.com/u/lucio.pc)\
**Replies:** 1\
**Last updated:** [September 23, 2026, 7:09am UTC](https://forums.unrealengine.com/t/niagara-user-parameters-inside-blueprint-instances-are-reset-on-changes-to-the-bp-class/1543152 "2026-09-23T07:09:39Z")

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Hello everyone, I’m seeing an issue using niagara user parameters with blueprints, want to make sure is a bug or how should I address it. Just for context my intention was to have multiple actors in the level, that are…

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## [Niagara Increases Particle Count](https://forums.unrealengine.com/t/niagara-increases-particle-count/2589182)

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**Author:** [@Callitza](https://forums.unrealengine.com/u/Callitza)\
**Replies:** 1\
**Last updated:** [September 22, 2026, 12:19pm UTC](https://forums.unrealengine.com/t/niagara-increases-particle-count/2589182 "2026-09-22T12:19:30Z")

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I have a question about Unreal Engine. In my project, I’m using a Data Table to assign specific effects to different Blueprint Actors. These effects are spawned when the Actor is destroyed. This system works well overal…

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## [Ribbon used as tire skid marks - ribbon is inconsistent](https://forums.unrealengine.com/t/ribbon-used-as-tire-skid-marks-ribbon-is-inconsistent/2718698)

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**Author:** [@Pipboy3060](https://forums.unrealengine.com/u/Pipboy3060)\
**Replies:** 2\
**Last updated:** [September 14, 2026, 6:59am UTC](https://forums.unrealengine.com/t/ribbon-used-as-tire-skid-marks-ribbon-is-inconsistent/2718698 "2026-09-14T06:59:08Z")

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I have this ribbon tire skid effect. At certain angles, it has the correct thickness. But at other angles of skidding, it looks thin, like its folding in on itself. Is there any way to fix this in the emitter settings…

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## [Niagara Data Channel collision data duplicates event at world origin (0,0,0)](https://forums.unrealengine.com/t/niagara-data-channel-collision-data-duplicates-event-at-world-origin-0-0-0/2722677)

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**Author:** [@J\_Snapper](https://forums.unrealengine.com/u/J_Snapper)\
**Replies:** 1\
**Last updated:** [September 11, 2026, 6:49pm UTC](https://forums.unrealengine.com/t/niagara-data-channel-collision-data-duplicates-event-at-world-origin-0-0-0/2722677 "2026-09-11T18:49:07Z")

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Hi! I’m using Niagara Data CHannel to spawn shell casings from gunfire — the spawning itself works fine. At the shell collision location, I spawn sounds or effects, and that works too, but with some strange behaviour T…

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## [Niagara Data Channels and Continuous Emitters](https://forums.unrealengine.com/t/niagara-data-channels-and-continuous-emitters/2664372)

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**Author:** [@wilberolive](https://forums.unrealengine.com/u/wilberolive)\
**Replies:** 4\
**Last updated:** [September 6, 2026, 3:54pm UTC](https://forums.unrealengine.com/t/niagara-data-channels-and-continuous-emitters/2664372 "2026-09-06T15:54:41Z")

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I’ve created a niagara system of leaves falling to the ground. The idea is that I want to put this on a tree, so the leaves look like they are falling from the tree. The problem is, if I spawn a particle system at every …

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## [Get Triangle Coord at UV (StaticMesh) not working in Niagara?](https://forums.unrealengine.com/t/get-triangle-coord-at-uv-staticmesh-not-working-in-niagara/1892289)

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**Author:** [@pontanan1107](https://forums.unrealengine.com/u/pontanan1107)\
**Replies:** 3\
**Last updated:** [August 29, 2026, 7:21pm UTC](https://forums.unrealengine.com/t/get-triangle-coord-at-uv-staticmesh-not-working-in-niagara/1892289 "2026-08-29T19:21:19Z")

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Get Triangle Coord at UV is working in Skeletal Mesh. However, in StaticMesh, Get Triangle Coord at UV does not work. Has anyone else experienced similar symptoms?

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## [UE5.5 Niagara — How can I keep animated smoke close to a moving skeletal mesh without using Local Space? ](https://forums.unrealengine.com/t/ue5-5-niagara-how-can-i-keep-animated-smoke-close-to-a-moving-skeletal-mesh-without-using-local-space/2746693)

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**Author:** [@7coolkid7](https://forums.unrealengine.com/u/7coolkid7)\
**Replies:** 1\
**Last updated:** [August 26, 2026, 5:10pm UTC](https://forums.unrealengine.com/t/ue5-5-niagara-how-can-i-keep-animated-smoke-close-to-a-moving-skeletal-mesh-without-using-local-space/2746693 "2026-08-26T17:10:52Z")

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Hello ! Hello I hope I can get some help, I’m creating a black and purple shadow aura for an animated monster in Unreal Engine 5.5. The Niagara system is attached to the character Blueprint and contains three emitters.…

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## [Why do niagara particles collide properly, but not all of the collisions provide a collision event.](https://forums.unrealengine.com/t/why-do-niagara-particles-collide-properly-but-not-all-of-the-collisions-provide-a-collision-event/2536913)

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**Author:** [@Konstipus](https://forums.unrealengine.com/u/Konstipus)\
**Replies:** 4\
**Last updated:** [August 12, 2026, 6:43pm UTC](https://forums.unrealengine.com/t/why-do-niagara-particles-collide-properly-but-not-all-of-the-collisions-provide-a-collision-event/2536913 "2026-08-12T18:43:28Z")

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Greetings! White particles sometimes trigger events properly (on collision - red particles are being spawned and white ones killed), but sometimes they do not. What could be the problem? I tried slowing them down, spee…

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## [Niagara and meshes with world position offset material](https://forums.unrealengine.com/t/niagara-and-meshes-with-world-position-offset-material/149125)

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**Author:** [@swampmonster](https://forums.unrealengine.com/u/swampmonster)\
**Replies:** 3\
**Last updated:** [August 11, 2026, 12:47pm UTC](https://forums.unrealengine.com/t/niagara-and-meshes-with-world-position-offset-material/149125 "2026-08-11T12:47:05Z")

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I’ve made a material that uses world position offset (actually a couple that use different variations of wpo). they work great when placing them as actors in the level. However when i put them in a niagara system, the me…

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## [Ribbon particles glitch when origin is moving too fast](https://forums.unrealengine.com/t/ribbon-particles-glitch-when-origin-is-moving-too-fast/463765)

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**Author:** [@neko1206](https://forums.unrealengine.com/u/neko1206)\
**Replies:** 10\
**Last updated:** [August 4, 2026, 5:40pm UTC](https://forums.unrealengine.com/t/ribbon-particles-glitch-when-origin-is-moving-too-fast/463765 "2026-08-04T17:40:49Z")

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hey, so i’ve been having this big issue for months now and i have no idea how to fix that. so in my game project the player drives a spaceship and i want to add a trail behind it from the reactors or the wings. i want …

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## [Niagara loop duration not affecting my Niagara effect?](https://forums.unrealengine.com/t/niagara-loop-duration-not-affecting-my-niagara-effect/2737743)

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**Author:** [@martyysmart](https://forums.unrealengine.com/u/martyysmart)\
**Replies:** 2\
**Last updated:** [August 2, 2026, 1:38pm UTC](https://forums.unrealengine.com/t/niagara-loop-duration-not-affecting-my-niagara-effect/2737743 "2026-08-02T13:38:34Z")

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Hello! I’ve worked in Niagara for a while but am still confused by how looping works. (I’m using 5.7). In the Niagara effect I’m working on right now, I want the effect to last for 4 seconds and loop infinitely. There’s…

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## [Niagara Fluid 3D assets not working](https://forums.unrealengine.com/t/niagara-fluid-3d-assets-not-working/570938)

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**Author:** [@Octover666](https://forums.unrealengine.com/u/Octover666)\
**Replies:** 17\
**Last updated:** [July 30, 2026, 2:40am UTC](https://forums.unrealengine.com/t/niagara-fluid-3d-assets-not-working/570938 "2026-07-30T02:40:09Z")

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Only 2d assets work, but not 3d assets, just like in the screenshots. When I edit the 3d one, nothing shows up in the screen. Is there anybody who knows how to fix this? :cry:

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## [How to trigger play sound for multiple collisions](https://forums.unrealengine.com/t/how-to-trigger-play-sound-for-multiple-collisions/2737422)

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**Author:** [@celestia](https://forums.unrealengine.com/u/celestia)\
**Replies:** 1\
**Last updated:** [July 22, 2026, 7:11pm UTC](https://forums.unrealengine.com/t/how-to-trigger-play-sound-for-multiple-collisions/2737422 "2026-07-22T19:11:04Z")

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I have a Niagara particle system simulating ejected shell casings that bounce a few times before settling on the ground. I’m using the Play Audio module (following the official Play\_Sound\_on\_Collision example from Conten…

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## [Chaos Cloth Cache Double Transform](https://forums.unrealengine.com/t/chaos-cloth-cache-double-transform/2474845)

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**Author:** [@Muggawumps](https://forums.unrealengine.com/u/Muggawumps)\
**Replies:** 1\
**Last updated:** [July 7, 2026, 8:36am UTC](https://forums.unrealengine.com/t/chaos-cloth-cache-double-transform/2474845 "2026-07-07T08:36:42Z")

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Hello! I’ve created a long jacket Cloth Asset in UE5.5. I’ve successfully recorded a Chaos Cloth Cache after following this helpful guide, and I’m attempting to assemble an animation sequence after prepping the rest of …

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## [Show Unreal DMX](https://forums.unrealengine.com/t/show-unreal-dmx/2733643)

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**Author:** [@Ygdrasyl](https://forums.unrealengine.com/u/Ygdrasyl)\
**Replies:** 1\
**Last updated:** [July 5, 2026, 7:15am UTC](https://forums.unrealengine.com/t/show-unreal-dmx/2733643 "2026-07-05T07:15:27Z")

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ArtStation - ■■■, Ureal DMX ArtStation - Imb-Chris

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## [UE6 AI Codable Niagara](https://forums.unrealengine.com/t/ue6-ai-codable-niagara/2733581)

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**Author:** [@blindminds](https://forums.unrealengine.com/u/blindminds)\
**Replies:** 0\
**Last updated:** [July 4, 2026, 7:17pm UTC](https://forums.unrealengine.com/t/ue6-ai-codable-niagara/2733581 "2026-07-04T19:17:32Z")

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With UE6 implementing the new scripting language - doe it mean Niagara will alo get rid of node programming for scripting and we will be able to use AI to help write NIagara directly? Right now, I have a hell of a time u…

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## [Niagara Particles Appear and Disappear Unexpectedly](https://forums.unrealengine.com/t/niagara-particles-appear-and-disappear-unexpectedly/2731825)

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**Author:** [@dhtgames](https://forums.unrealengine.com/u/dhtgames)\
**Replies:** 2\
**Last updated:** [June 30, 2026, 9:30am UTC](https://forums.unrealengine.com/t/niagara-particles-appear-and-disappear-unexpectedly/2731825 "2026-06-30T09:30:07Z")

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Hello, I created a simple sprite renderer, niagara system, to create the appearance of water spray as my character moves across water. The particle system works mostly as expected, except periodically the particles will…

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## [Is there a way to animate spawned particles relative to the age of a parent particle they're spawning from? ](https://forums.unrealengine.com/t/is-there-a-way-to-animate-spawned-particles-relative-to-the-age-of-a-parent-particle-theyre-spawning-from/2730656)

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**Author:** [@neorapsta](https://forums.unrealengine.com/u/neorapsta)\
**Replies:** 1\
**Last updated:** [June 27, 2026, 10:01am UTC](https://forums.unrealengine.com/t/is-there-a-way-to-animate-spawned-particles-relative-to-the-age-of-a-parent-particle-theyre-spawning-from/2730656 "2026-06-27T10:01:58Z")

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So, i’m using a fairly standard setup for spawning particles from another emitter: Emitter to generate source particles Second emitter using Spawn Particles From Other Emitter to emit points from the source particle. H…

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## [Niagara sample spline right vector seems not working correctly](https://forums.unrealengine.com/t/niagara-sample-spline-right-vector-seems-not-working-correctly/1914135)

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**Author:** [@Imnotafreud](https://forums.unrealengine.com/u/Imnotafreud)\
**Replies:** 3\
**Last updated:** [June 16, 2026, 5:22pm UTC](https://forums.unrealengine.com/t/niagara-sample-spline-right-vector-seems-not-working-correctly/1914135 "2026-06-16T17:22:32Z")

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Hello! Im trying to create niagara particles that follow spline and i want to add some offset along, for example, right vector using sample spline right vector and it returns wrong direction. Same setup with blueprints w…

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## [asset validation for Niagara systems](https://forums.unrealengine.com/t/asset-validation-for-niagara-systems/2728384)

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**Author:** [@Molfar](https://forums.unrealengine.com/u/Molfar)\
**Replies:** 0\
**Last updated:** [June 13, 2026, 11:13am UTC](https://forums.unrealengine.com/t/asset-validation-for-niagara-systems/2728384 "2026-06-13T11:13:24Z")

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Hi, all. So I added the asset validation rules to my effect type niagara. And, I have error or warning in niagara, it is correct. But can we see this warning somewhere else, maybe in niagara log or Niagara Debugger, o…

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