# Niagara Data Channel – Particle Data Export Not Working After Refactor

**URL:** <https://forums.unrealengine.com/t/niagara-data-channel-particle-data-export-not-working-after-refactor/2654397>\
**Category:** FX\
**Tags:** unreal-engine, Blueprint, question\
**Created:** [September 7, 2025, 12:58am UTC](https://forums.unrealengine.com/t/niagara-data-channel-particle-data-export-not-working-after-refactor/2654397 "2025-09-07T00:58:01Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Kawiszu](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Kawiszu](https://forums.unrealengine.com/u/Kawiszu)\
**Post date:** [September 7, 2025, 12:58am UTC](https://forums.unrealengine.com/t/niagara-data-channel-particle-data-export-not-working-after-refactor/2654397/1 "2025-09-07T00:58:01Z")

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Hi everyone,

I’m working on a destruction system using Niagara.

- In my first version, I used a **Niagara System** that exported **Particle Data** to a Blueprint. In the Blueprint I checked for collision points, spawned decals, and also sent the data into a **Niagara Data Channel** to trigger additional emitters at the collision locations. This worked fine.

- For performance reasons, I refactored the system so that the main destruction logic also runs through a **Niagara Data Channel** (so everything works in a single emitter when there are many explosions).

The issue:  
In the new version, the **main explosion through NDC works correctly** , but the logic that checks particle collision points no longer works. The Blueprint doesn’t seem to receive any particle data at all — the **Event Receive Particle Data** never fires, as if nothing is being exported from Niagara (or I’m using the wrong event for this setup).

1. Old version – works (particle data → Blueprint → decals + NDC).

2. New version – runs on NDC, but collision points are not being registered.

- Does **Particle Data export** behave differently when using Niagara Data Channels compared to spawning separate systems?

- Do I need to use a different event or callback when working only with NDC?

I’d really appreciate any hints or best practices, because right now I’m stuck on this problem.

Thanks in advance!

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/4/b/84b249ea0a75de2fa6101029fab2d8f782d5560d.png)

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/4/1/041402cafca0c789334c487d98117ca638b103d1.png)

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/e/6/ae690e54640d963b40d49d99e914906780fa43cb.jpeg)

And heres my local modules;

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/3/b/43be3a077427b8ce054914480441e95348a5c08c.png)

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/6/a/46a6fed4565c656767911765e125ebe437d10a2c.png)

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**Author:** ![insodimension](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@insodimension](https://forums.unrealengine.com/u/insodimension)\
**Post date:** [October 30, 2025, 10:12pm UTC](https://forums.unrealengine.com/t/niagara-data-channel-particle-data-export-not-working-after-refactor/2654397/2 "2025-10-30T22:12:33Z")

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Try changing vector to send to Transient CollisonWorldPosition
