# How to get niagara active GPU particle number in blueprint?

**URL:** <https://forums.unrealengine.com/t/how-to-get-niagara-active-gpu-particle-number-in-blueprint/470064>\
**Category:** FX\
**Tags:** gpu-particles, unreal-engine, question\
**Created:** [August 20, 2020, 1:03pm UTC](https://forums.unrealengine.com/t/how-to-get-niagara-active-gpu-particle-number-in-blueprint/470064 "2020-08-20T13:03:53Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![RetroPostLT](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@RetroPostLT](https://forums.unrealengine.com/u/RetroPostLT)\
**Post date:** [August 20, 2020, 1:03pm UTC](https://forums.unrealengine.com/t/how-to-get-niagara-active-gpu-particle-number-in-blueprint/470064/1 "2020-08-20T13:03:53Z")

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I know how to send CPU particle data to Blueprint: [link text](https://cultrarius.github.io/UE4ParticleEditorPlugin/tutorial.html)

But it didn’t work with GPU emitter.  
Is there any method to get active niagara GPU particles number in blueprint?
