If there’s an array of desired particle positions (50k) get updated every frame from BP, how do we update Niagara particle system to set these locations?
It works when I pipe through Cascade particle positions and finally update Material’s World Position Offset, but no luck with Niagara so far. Can anyone help?
Mind elaborating on your solution? I’m attempting something similar and would love a code snippet or a description of where to look. Are you just shoving vectors into a rendertexture, and using the niagara sampling and calculating UV from their index? Is your texture 1d?
Can you please give me more details, I have a wall with 2 materials blended with mask, I want to use this mask with static mesh to allow particles be spawn only where mask is allowing