Simple thing, just trying to change that float to 2000 on press play. Seems right and hits breakpoint but no change. Any ideas?
Have you spelt it correctly? You also don’t need the ‘user.’
thanks for the reply! 100% spelt right with caps and tried with and ithout the User. Still no luck ![]()
Can you show the variable?
Yes, you’re right, it looks ok.
Have you had success with this process previously?
the node looks fine, so the usual suspects are elsewhere.
set the value on the spawned component instance, not on the class default or the system asset, and make sure it runs after the component exists and before it activates. if the emitter reads the param at particle spawn, changing it later wont touch particles that already exist.
name is the other one. try the bare param name first, no User prefix, and check it is a user param and not an emitter one, only user params are reachable from blueprint at all.
if it still ignores you, print the value right after the set and compare with what the system shows, that tells you if it never landed or landed and got overwritten.
you can also try Expose Niagara Variables C++ & Blueprints, a plugin for Unreal Engine that exposes Niagara variables to Blueprint and C++: Expose Niagara Variables to Blueprint & C++ — Set Niagara Parameters at Runtime | Fab

