# Niagara Plexus effect

**URL:** <https://forums.unrealengine.com/t/niagara-plexus-effect/462203>\
**Category:** FX\
**Tags:** ribbon, unreal-engine, question\
**Created:** [March 8, 2020, 2:17am UTC](https://forums.unrealengine.com/t/niagara-plexus-effect/462203 "2020-03-08T02:17:21Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Purplepill](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Purplepill](https://forums.unrealengine.com/u/Purplepill)\
**Post date:** [March 8, 2020, 2:17am UTC](https://forums.unrealengine.com/t/niagara-plexus-effect/462203/1 "2020-03-08T02:17:21Z")

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Hi, I am currently trying to learn and understand niagara a little better and would appreciate some Insight on how niagara processes a module script. I looked at some of the content examples and thought I had a good understanding of how things work. Now I Set my self the Goal of creating a Plexus Like effect in niagara but quickly realized that I actually dont understand as much as I thought. I would Like to measure the distance between all particles at all times and than define a custom threshold variable to draw a ribbon between particles in which this threshold is true.  
I created a Module and tried to use simple Pythagoras math but i cant figure Out how to get all particles positions… I can see them in the Attribute spreadsheet but the way I understand modules ist that they get the Attribute per execution Index? How can I get the Position of a specific particle with a specific ID? Or what would be the best way to implement a Plexus like effect? Do I need multiple emitters? Do I need to somehow write out particle positions and than read them Back in? Would love some Help with this.

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