Niagara particle color from texture of static mesh

This is material I want ot use in similar case to this video of skeletal mesh niagara effect

This is how it looks, it should take color from texture if video is correct and I didn’t miss something

I used logic from here - with Niagara module and dynamic parameter for material

cool, thanks for the info

Looking for the same answer, but the video linked appears to be locked behind a paywall now…

The static mesh location node creates some sampled data for each particle.
you can use a Set in the particle spawn with a simple expression to write the SampledUV to a 1 of the particles Dynamic Material Params
In this example just set the dynamic params X and Y from the UV using an expression like this

float4(Particles.StaticMeshLocation.SampledUV.x,Particles.StaticMeshLocation.SampledUV.y, 0.0, 0.0) /\* Custom HLSL! \*/

Then read it in the material with the Dynamic Parameter node