After Spawn system at Location node, I can’t find “set Volumetric translucent shadow” node, Is there a way to set Volumetric translucent shadow to true in blueprint?
the node does not exist because the property is not on the component, it lives on the sprite renderer inside the system asset, and renderer properties are not exposed to blueprint. that is why you cannot find it after spawn system at location.
workable routes:
- asset variants: duplicate the system, flip volumetric translucent shadow on the renderer in the duplicate, then swap at runtime with set asset on the niagara component. zero code, works everywhere, just two assets to maintain.
- small c++ helper: in c++ you can walk the emitter handles and their renderer properties (UNiagaraRendererProperties) and flip the flag on the live system. wrap it as one blueprint function library node if designers need it. do this on activate rather than every frame, renderer changes mid sim are not free.
- parameter driven approximation: if the goal is the shadow appearing or fading with gameplay, drive color alpha through a user parameter instead. volumetric translucent shadow strength follows the sprites translucency, so fading the parameter gives you most of the perceived control without touching the renderer.
for this specific flag route 1 is honestly the pragmatic answer. the general frustration behind it, properties and parameter types blueprint cannot reach, is what the Expose Niagara Variables C++ & Blueprints plugin addresses for the variable side: setters and getters for 18 variable types across all 8 niagara namespaces in blueprint and c++: Expose Niagara Variables C++ & Blueprints | Fab