# Niagara Coordinate Space Problems

**URL:** <https://forums.unrealengine.com/t/niagara-coordinate-space-problems/475108>\
**Category:** FX\
**Tags:** orientation, coordinates, position, unreal-engine, question\
**Created:** [November 28, 2020, 1:11am UTC](https://forums.unrealengine.com/t/niagara-coordinate-space-problems/475108 "2020-11-28T01:11:49Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Twads9816](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/twads9816/32/1049194_2.png) [@Twads9816](https://forums.unrealengine.com/u/Twads9816)\
**Post date:** [November 28, 2020, 1:11am UTC](https://forums.unrealengine.com/t/niagara-coordinate-space-problems/475108/1 "2020-11-28T01:11:49Z")

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I’ve posted about this in the past, and after the past couple days I’ve been banging my head against this in order to understand what’s going on. I haven’t gotten too far, hence why I’m posting this.

Many Niagara module scripts include controls to define the coordinate spaces that are being used/operated on. In Initial Mesh Orientation, there are 2 boxes to define orientation space and rotation space respectively:

![323273-coordinates-01.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/b/0/3b01aaf3c1365c9ffeff87722cef06191b094640.png)

In most location modules, there is an box defining offset coordinate space:

![323262-coordinates-02.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/8/b/78bd64b6ace8d94e2de8866974718702b3270098.png)

The problem I’m running into seems to be that Niagara particles aren’t orienting or positioning particles correctly. When I test out Initial Mesh Orientation, given a mesh particle, it orients to a desired axis, and then stops updating the orientation even though their parent component, in this case a socket, is changing orientation:

[Funky Particle Rotation][3]

Why is this happening? X axis rotation works as expected, but not the others. Is the coordinate space interpolation breaking here?
