# Niagara System can't Enable/Disable Sub Emitter via blueprint

**URL:** <https://forums.unrealengine.com/t/niagara-system-cant-enable-disable-sub-emitter-via-blueprint/486510>\
**Category:** FX\
**Tags:** unreal-engine, question\
**Created:** [July 22, 2021, 3:29pm UTC](https://forums.unrealengine.com/t/niagara-system-cant-enable-disable-sub-emitter-via-blueprint/486510 "2021-07-22T15:29:07Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![Talo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Talo](https://forums.unrealengine.com/u/Talo)\
**Post date:** [July 22, 2021, 3:29pm UTC](https://forums.unrealengine.com/t/niagara-system-cant-enable-disable-sub-emitter-via-blueprint/486510/1 "2021-07-22T15:29:07Z")

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Im trying to enable/disable a Niagara sub emitter with the **Set Emitter Enable** function

![344692-enablesubemittertest.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/7/3/7733d9c7dfa2338f7d1d671e78712fe63a41f1fe.png)

I’m sure that it is called in blueprint but the sub emitter doesn’t get deactivated/activated. The emitter name in the niagara system is the same one called in the BP function.  
Am I using the wrong name format? Or is it something else?

I looked at the documentation on the function but it doesn’t help with my issue unfortunately.

> **[Set Emitter Enable](https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Effects/Components/ParticleSystem/SetEmitterEnable/)**
>
> Set Emitter Enable

Any help would be appreciated, thanks!

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**Author:** ![TactileVisions](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tactilevisions/32/1194626_2.png) [@TactileVisions](https://forums.unrealengine.com/u/TactileVisions)\
**Post date:** [November 22, 2021, 7:15pm UTC](https://forums.unrealengine.com/t/niagara-system-cant-enable-disable-sub-emitter-via-blueprint/486510/2 "2021-11-22T19:15:19Z")

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I couldn’t get the node to work either. Perhaps it’s to be used for a different kind of emitter (note that the target is FXSystem Component, not Niagara Particle System). Anyhow, here’s a workaround I use:

In your Niagara System, create a variable that you will use to control the system with. I created a float that I will use to change the spawn probability from 1.0 to 0.0. After creating the variable, drag and drop it on the property you want to control it with:

 ![352820-capture-decran-2021-11-22-200234.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/5/5/855fa54af0e98ba723cb8ec453e7827615723dd6.png)

Then add a blueprint node to control your particle system. Connect “Target” to your particle system and under “In Variable Name” put in “User.” and then the name of the variable you created in Niagara.

![352841-capture-decran-2021-11-22-200314.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/6/0/7604d010a41f8e3ea43b30ea66b3909399e2dcd0.png)

Hope this helps! Please up-vote and mark as answer if it’s what you’ve been looking for. Cheers!

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**Author:** ![LinkoVitch](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/linkovitch/32/1049710_2.png) [@LinkoVitch](https://forums.unrealengine.com/u/LinkoVitch)\
**Post date:** [August 25, 2023, 8:55am UTC](https://forums.unrealengine.com/t/niagara-system-cant-enable-disable-sub-emitter-via-blueprint/486510/3 "2023-08-25T08:55:36Z")

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Bit late but I got here looking to do the same thing. Regarding the SetEmitterEnable not working, likely this is due to it not being implemented on NiagaraSystems (UE 4.27+) all the code is commented out in the Engine source, and if you look in the output log you will see a message to this effect.

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**Author:** ![TorQueMoD](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/torquemod/32/710746_2.png) [@TorQueMoD](https://forums.unrealengine.com/u/TorQueMoD)\
**Post date:** [January 20, 2025, 7:44am UTC](https://forums.unrealengine.com/t/niagara-system-cant-enable-disable-sub-emitter-via-blueprint/486510/4 "2025-01-20T07:44:53Z")

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My suggestion is to split the sub-emitter you want into a separate system and then you can turn it off separately from the main system.

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**Author:** ![Michael.Galetzka](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/michael.galetzka/32/924122_2.png) [@Michael.Galetzka](https://forums.unrealengine.com/u/Michael.Galetzka)\
**Post date:** [January 20, 2025, 6:46pm UTC](https://forums.unrealengine.com/t/niagara-system-cant-enable-disable-sub-emitter-via-blueprint/486510/5 "2025-01-20T18:46:17Z")

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This function only worked for Cascade systems up until around 5.3 (don’t quote me on that). For current engine versions it should work on both Cascade and Niagara systems.

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**Author:** ![StreamSurfer](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@StreamSurfer](https://forums.unrealengine.com/u/StreamSurfer)\
**Post date:** [July 31, 2025, 7:12pm UTC](https://forums.unrealengine.com/t/niagara-system-cant-enable-disable-sub-emitter-via-blueprint/486510/6 "2025-07-31T19:12:15Z")

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It does not seem to work in version 5.5.4.  
I am aware this is not the latest version at the time of posting but it’s what I am working with.

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**Author:** ![MangyGoblinGam](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MangyGoblinGam](https://forums.unrealengine.com/u/MangyGoblinGam)\
**Post date:** [November 26, 2025, 12:28am UTC](https://forums.unrealengine.com/t/niagara-system-cant-enable-disable-sub-emitter-via-blueprint/486510/7 "2025-11-26T00:28:04Z")

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You need to make sure the emitter is enabled by default or else it will not load.
