# 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:** 1\
**Showing post:** 3

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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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