I’m currently using Unreal Engine 5.5.
Both Niagara Fluids and Chaos Niagara are added and enabled.
There is no plugin named “Geometry Collection”, so I added a geometry asset that contains a Geometry Collection Container instead.
Also, when I try to manually add "GeometryCollection"
to the .uproject
file, it says that the plugin doesn’t exist.
"Plugins": [
{
"Name": "ModelingToolsEditorMode",
"Enabled": true,
"TargetAllowList": [
"Editor"
]
},
{
"Name": "NiagaraFluids",
"Enabled": true
},
{
"Name": "ChaosClothAsset",
"Enabled": true
},
{
"Name": "ChaosNiagara",
"Enabled": true
},
{
"Name": "Geometry Collection",
"Enabled": true
}
]
After writing this post, I ran a number of tests:
-
If I place the Niagara system directly in the scene without using any C++ code, packaging succeeds.
-
I created a new plugin and copied the same code into the plugin’s C++ module, and packaging succeeds. (The
Build.cs
and.uplugin
files are configured exactly the same as in the main project.) -
If I use LoadObject to load the Niagara system in BeginPlay, packaging succeeds as well.
-
The issue only occurs when I try to load the Niagara system using a path in C++ via
ConstructorHelpers
. -
When I try to edit the Niagara system asset in the editor while it’s referenced by
ConstructorHelpers
with a path, the editor immediately crashes upon opening the asset.
(If I comment out theConstructorHelpers
code, the editor opens the Niagara system normally and allows editing without any issues.)