Most of the time when a Niagara system doesn’t work until you open it in the editor, it is caused by unintentional attribute trimming. There can be other reasons why it won’t work correctly in a packaged game (plugin load order, uncooked dependencies, etc), but if you put it in a level and restart the editor and it won’t play until you open the asset itself then you should try to disable these settings in your system properties:
trim attributes
bake rapid iteration parameters
If that fixes it, you can either leave them off (only downside a a bit of a performance and memory hit), or you can try and hunt down the missing attribute and add it to the explicit include list. The attribute trimmer cuts out everything not directly referenced by a renderer, but sometimes when using things like particle attribute readers, things can slip through the cracks.
The reason why it works when you open the asset is because as longs as it’s open, it will be compiled in “editor mode”, which skips things like attribute trimming by default to allow faster iteration.
I had a similar issue with a Niagara particle system component in UE 5.1. I solved it using the SetNiagaraSystemAsset function (with ResetExistingOverrideParameters = true, which is the default).
When I set a valid Niagara system asset for a Niagara particle system component in the editor, the component did not work (or rather, it was not configured properly, since warnings of the following type were logged: “LogNiagara: Warning: OverrideParameter"FoilDragCoeffs” DataInterface “NiagaraDataInterfaceArrayFloat4” was not found") in a Standalone Game or when loading one level from another with the OpenLevel function, and also most likely in a packaged game (at the same time, if I started a Play In Editor (PIE) session, then that component was configured properly).
When I saved my level with a Niagara particle system component without assigning it any Niagara system asset, and instead called the SetNiagaraSystemAsset function in the BeginPlay event (or in other events called during gameplay) to assign the proper Niagara system asset, then that Niagara particle system component was configured and worked properly when loading one level from another, as well as in the packaged game.