Niagar needs your help

guys quick question here

So I am making this head burst rn in niagara where well, the head bursts and after you shoot at the head pieces scatter and fall down

I need some help on the pieces part of it, i have different pieces themselves but im trynna find a way to hold them in their proper position (world origin) and then scatter

any opinions or suggestions?

Hi there @barrybro,

The most common way something like this is solved is by switching the head mesh out for the particle effect once the trigger takes place. Assuming that each piece shares the same origin, you will want to spawn one of each particle (aka mesh piece) with no location offset, then add a point force outwards from the impact location (you can pass this in as a User Parameter, or just simplify it and make the impact location always be the center of the head).

If, for some reason, you can not swap out the head for a Niagara System on impact and need to show the pieces together beforehand, you can still use this logic, just move the “Point Force” to the Emitter Update section and use a Curve to control when this effect happens. For the curve control, you could pass in a time float parameter that is triggered from an outside blueprint, and use this example logic to offset the effect time from the time triggered:

I know that was a lot of broad information, since I didn’t want to go more in-depth without specifics on which path you’re looking to take. If you want more help with this, let me know how you want to approach this problem and we can take a closer look at it.