# Attaching Niagara system to another actor inside a BP

**URL:** <https://forums.unrealengine.com/t/attaching-niagara-system-to-another-actor-inside-a-bp/444305>\
**Category:** FX\
**Tags:** parenting, unreal-engine, question\
**Created:** [February 28, 2019, 5:34am UTC](https://forums.unrealengine.com/t/attaching-niagara-system-to-another-actor-inside-a-bp/444305 "2019-02-28T05:34:29Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![VirtualSurrealism](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@VirtualSurrealism](https://forums.unrealengine.com/u/VirtualSurrealism)\
**Post date:** [February 28, 2019, 5:34am UTC](https://forums.unrealengine.com/t/attaching-niagara-system-to-another-actor-inside-a-bp/444305/1 "2019-02-28T05:34:29Z")

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Hi friends,  
I have a blueprint that has an array of actors from the scene, and i am spawning multiple copies of a Niagara system at the location of those actors, is it possible to attach the Niagara system to those actors so that the Niagara system inherit their rotation and movement?  
Thanks

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**Author:** ![simonschreibt](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/simonschreibt/32/947877_2.png) [@simonschreibt](https://forums.unrealengine.com/u/simonschreibt)\
**Post date:** [May 19, 2019, 8:09pm UTC](https://forums.unrealengine.com/t/attaching-niagara-system-to-another-actor-inside-a-bp/444305/2 "2019-05-19T20:09:05Z")

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There is a node called “Spawn System Attached” which works exactly like the good old “Spawn Emitter Attached” from Cascade times.

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**Author:** ![STUVash](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@STUVash](https://forums.unrealengine.com/u/STUVash)\
**Post date:** [July 25, 2024, 1:22pm UTC](https://forums.unrealengine.com/t/attaching-niagara-system-to-another-actor-inside-a-bp/444305/3 "2024-07-25T13:22:45Z")

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Hi, for anyone coming there later. Currently in 2024, UE 5.3, calling **Attach Component To Component** after **Spawn System At Location** will not attach the Niagara Particle System Component. Funny. But there’s even funnier.

Calling **Spawn System Attached** then **Detach From Component** is visually the same thing but not really, now calling **Attach Component To Component** works. 🙃

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**Author:** ![william5642](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/william5642/32/88716_2.png) [@william5642](https://forums.unrealengine.com/u/william5642)\
**Post date:** [October 1, 2024, 12:09am UTC](https://forums.unrealengine.com/t/attaching-niagara-system-to-another-actor-inside-a-bp/444305/4 "2024-10-01T00:09:26Z")

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Is there a way to adjust location and rotation correctly but manually from placing the blueprint into the scene ?
