I am relatively new to Unreal Engine and mostly play around with Niagara and blueprints so far. I have a Niagara particle system shooting kind-of magical rockets that get a target position at their birth and either die after some elapsed time or on hit. Because these actors can be moving, I have made a ‘TargetActor’ class that tracks if it has moved, and if so triggers an event that my niagara system is subscribed to. It then updates that position in a niagara positions array. This works, however, I am just wondering if there is another (better) way to do this. Could I also just have an array with actor references in my Niagara system for example. Then the system could just re-read the accurate position directly from the actor. Or is this just an optimisation as the positions array is in my current way updated only on movement. Additionally this allows the actor to be processed on the CPU while all Niagara dependencies are available on the GPU (guessing a bit).
Anyhow, I hope someone could shed some light on this. Thanks in advance!