How to expose niagara system parameters to blueprint component default settings if niagara component was added via C++?

All niagara system parameters are exposed if I add a niagara component via Unreal Editor ( via Add button )

But only a niagara object parameter is exposed if niagara component was added via C++

UPROPERTY(EditDefaultsOnly)
	UNiagaraComponent* EffectComponent;
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Try UPROPERTY(EditAnywhere,BlueprintReadWrite,Category=Blah) rather than EditDefaultsOnly.

Tried that already, didn’t help

Interesting. I just looked. I didn’t need the parameters at the blueprint level so didn’t notice them not showing up. I have them defined like this:

UPROPERTY(BlueprintReadWrite, Category="Engine Flares")
TArray<UNiagaraComponent*> EngineFlaresNiagara;

What I did was provide C++ functions to allow the modeler (who does blueprints) the ability to change any parameters required. That’s a workaround to a problem I didn’t know we had.

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