# Niagara align sprit to mesh orientation singularity

**URL:** <https://forums.unrealengine.com/t/niagara-align-sprit-to-mesh-orientation-singularity/2541840>\
**Category:** FX\
**Tags:** particle-systems, unreal-engine, bug-report, question\
**Created:** [June 5, 2025, 5:51am UTC](https://forums.unrealengine.com/t/niagara-align-sprit-to-mesh-orientation-singularity/2541840 "2025-06-05T05:51:20Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![koromire1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@koromire1](https://forums.unrealengine.com/u/koromire1)\
**Post date:** [June 5, 2025, 5:51am UTC](https://forums.unrealengine.com/t/niagara-align-sprit-to-mesh-orientation-singularity/2541840/1 "2025-06-05T05:51:21Z")

</div>

Hello,

When using the mesh orientation vector for facing, I want it to point to the world up vector (0, 0, 1). When I use a very small X or Y component, this works correctly:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/2/3/023a39f284ac73f0e2b190ddefa3756f4ca10a84.png)  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/2/2/122da6a677b919921428844ac50baf026fafecfb.jpeg)

However, when I use a purely up vector (i.e., set X and Y to 0), the sprite disappears:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/5/1/751513894b48244b6a6ebe95a27c982696a41863.png)  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/1/4/b14fa4e413d552188ad27b966db19c1b41e1a78d.jpeg)

Is this expected behavior that I’m misunderstanding, or is it a bug?

---

<div class="post-metadata">

**Author:** ![sarahlenker](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/sarahlenker/32/994419_2.png) [@sarahlenker](https://forums.unrealengine.com/u/sarahlenker)\
**Post date:** [June 18, 2025, 1:43am UTC](https://forums.unrealengine.com/t/niagara-align-sprit-to-mesh-orientation-singularity/2541840/2 "2025-06-18T01:43:26Z")

</div>

Hi @koromire1,

I believe simply setting the sprite facing to the up vector (0,0,1) will achieve the effect you’re looking for

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/2/6/c26dbd33636fefab6c1544d66b8085b0c45b0607.png)
