# Controlling Parameters for Niagara not working? UE5

**URL:** <https://forums.unrealengine.com/t/controlling-parameters-for-niagara-not-working-ue5/527408>\
**Category:** Blueprint\
**Tags:** unreal-engine, UE5-0, Blueprint\
**Created:** [April 13, 2022, 5:40pm UTC](https://forums.unrealengine.com/t/controlling-parameters-for-niagara-not-working-ue5/527408 "2022-04-13T17:40:26Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![Golak\_StrongNeck](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Golak\_StrongNeck](https://forums.unrealengine.com/u/Golak_StrongNeck)\
**Post date:** [April 13, 2022, 5:40pm UTC](https://forums.unrealengine.com/t/controlling-parameters-for-niagara-not-working-ue5/527408/1 "2022-04-13T17:40:26Z")

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![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/d/4/5d4ff60ab48dbf0fddc636d684351d0fa9fbded3.png)

Simple thing, just trying to change that float to 2000 on press play. Seems right and hits breakpoint but no change. Any ideas?

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [April 13, 2022, 5:58pm UTC](https://forums.unrealengine.com/t/controlling-parameters-for-niagara-not-working-ue5/527408/2 "2022-04-13T17:58:19Z")

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Have you spelt it correctly? You also don’t need the ‘user.’

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**Author:** ![Golak\_StrongNeck](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Golak\_StrongNeck](https://forums.unrealengine.com/u/Golak_StrongNeck)\
**Post date:** [April 13, 2022, 6:01pm UTC](https://forums.unrealengine.com/t/controlling-parameters-for-niagara-not-working-ue5/527408/3 "2022-04-13T18:01:35Z")

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thanks for the reply! 100% spelt right with caps and tried with and ithout the User. Still no luck ☹

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [April 13, 2022, 6:02pm UTC](https://forums.unrealengine.com/t/controlling-parameters-for-niagara-not-working-ue5/527408/4 "2022-04-13T18:02:46Z")

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Can you show the variable?

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<div class="post-metadata">

**Author:** ![Golak\_StrongNeck](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Golak\_StrongNeck](https://forums.unrealengine.com/u/Golak_StrongNeck)\
**Post date:** [April 13, 2022, 6:05pm UTC](https://forums.unrealengine.com/t/controlling-parameters-for-niagara-not-working-ue5/527408/5 "2022-04-13T18:05:28Z")

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![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/7/3/173d0afd61d05906ac03a6a379d0d6827c18a5a3.jpeg)  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/c/8/2c81e55e0348efc08f874f0422d12d0d22ec8624.png)

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<div class="post-metadata">

**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [April 13, 2022, 6:45pm UTC](https://forums.unrealengine.com/t/controlling-parameters-for-niagara-not-working-ue5/527408/6 "2022-04-13T18:45:27Z")

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Yes, you’re right, it looks ok.

Have you had success with this process previously?

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<div class="post-metadata">

**Author:** ![ShadowBr0kerz](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/shadowbr0kerz/32/1201558_2.png) [@ShadowBr0kerz](https://forums.unrealengine.com/u/ShadowBr0kerz)\
**Post date:** [October 23, 2026, 8:07pm UTC](https://forums.unrealengine.com/t/controlling-parameters-for-niagara-not-working-ue5/527408/7 "2026-10-23T20:07:56Z")

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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](https://www.fab.com/listings/284908d3-8f3a-4430-bece-12ca313608f7)
