Right now, UEFN only supports editing a very limited set of Niagara User Parameters directly in the editor (Color, Float, Int, Bool). This limitation defeats the purpose of User Parameters in many use cases.
In Unreal Engine, we can expose Meshes, Materials, Curves, Skeletal Meshes, Cameras, and other asset-based parameters to be edited per-instance in the world. This allows us to use one Niagara System across many different actors with fully different visuals drastically improving reusability, project size, and flexibility.
In UEFN, we can technically create these advanced user parameters in the Niagara system, but we can’t assign them per-instance in the editor and to Scene graph, making them functionally useless for runtime customization.
Why this matters:
Encourages modular systems, one Niagara system can serve many purposes.
Reduces project bloat (less duplication of similar systems).
Allow it to be user with Scene graph
Speeds up iteration, we don’t need to duplicate and edit VFX over and over just to change a mesh or material.
Makes UEFN more in line with UE5 workflows, easier for teams to port VFX pipelines.
Please consider extending UEFN’s support to include the same editable User Parameters as UE5. This would immediately upgrade VFX workflows across the board for creators using Niagara.
Here is some more info on the topic: Skeletal Mesh assigned as a Niagara user parameter is visible in Niagara but does not appear in the world.