Hit component location and Niagara particle system relative location problem

I am trying to set the location of the added niagara particle system to the impact point.

The problem is the impact point is in world coordinates and the niagara particle system is in relative relative coordinates. How do I get the particles to spawn on the impact point?

I don’t know if this is the solution. but I’m using the inverse transform node.

Hey hey, TinyTracker1!

So I think to effectively be able to answer this question I’m going to need a little more context for what you’re trying to do. Are you trying to spawn this on a character? Do you want it to spawn in the environment? Should it be attached to anything that moves?

With no other context, I’m thinking since the relative transform location is the “location of the particle system component ON the object it hit” you’ll need to plug in the “Hit Actor” to the “Target” node!

Hope that solves it, if not, get back to us!

collision sparks.

Is this the right way to do that or will this add a new emitter every time a collision happens?
Does adding a niagara particle system continue to add particle systems or will it be a temporary effect that is destroyed?

Or is adding a new particle system overriding any current particle system exists?

Okay! Hmm. So I think what you need to do is use the “Spawn Niagara Particle system” and Parent it to the hit actor’s skeletal mesh on the impact point. Try something like this:

See if that gives you any forward movement towards your end goal and get back with us! :slight_smile: