Controlling a static Niagara particle system with slider parameters

Hi,

I’m working with a Niagara system that renders a scanned room as a point cloud (particles sampled from a mesh). It looks good as a static structure, but I want to control it with a few sliders (0–1 values from Blueprint).

For example:

  • expand / compress the space (move particles outward or inward)

  • add subtle noise so it feels alive

  • control overall motion intensity

Right now I’m using Curl Noise + Drag + Point Attraction. It looks nice at first, but over time the particles always drift and the structure breaks apart. Point Attraction only pulls everything toward one point, which isn’t what I want.

Ideally, I want the original shape to stay intact and just add controlled offsets on top (like “original position + effect”), driven by parameters.

What’s the best way to approach this in Niagara?
Should I store the original position per particle and rebuild the position every frame, or is there a better pattern for this kind of parameter-driven deformation?

Any tips would be appreciated.