How to transfer attached niagara effects and decals when replacing a Character with a persistent SkeletonMesh in Unreal Engine?

Hello, I have a technical implementation question I’d like to consult. We want to implement a feature where, when a Character dies, after its death animation and Ragdoll effects have finished playing, we plan to destroy the Character while keeping its Mesh in the scene for a period of time.

To achieve this, we intend to generate a new SkeletonMesh and use CopyPose to ensure the new skeleton’s pose matches that of the Character to be destroyed. However, if there are niagara effects and decals attached to the original skeleton, how can these be migrated to the newly generated skeleton? Alternatively, are there any other better approaches to implement this?

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Hey,

If you are creating a new actor you should be able to change the niagara component attachements / user parameters to match to the new component. Any data interfaces (like skeletal mesh sampling) will have to resetup the information (bones / sockets / etc) so you would likely loose things like previous frame data (since it doesn’t exist). Otherwise it should move over fine.

Thanks,

Stu

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