Hello, everyone.
I’ve already searched on internet about this for few days and still can’t find the answer to my situation.
I want to change the color of a sprite in a niagara system when a certain event is triggered. What I do, is call this node to change the color.
However, this doesn’t do anything at all. If I run this same node in ConstructionScript it works as expected, but if I call an event in runtime, this won’t work at all.
Any suggestions?
the construction script works because there you are painting the template preview, at runtime the set has to hit the actual spawned world component, and the color needs to be a user parameter the emitters actually read. quick checklist: flag the variable as user exposed in the system, reference the component you got back from the spawn call instead of the system asset, and confirm the color module in that emitter pulls the user param per particle spawn.
also linear color is one of the types the built in generic set node is most awkward with, which is why colot sets so often just die silently at runtime.
if the generic node stays stubborn, Expose Niagara Variables C++ & Blueprints, a Niagara variable plugin for Unreal Engine 5, adds typed setters and getters for 18 variable types across all 8 namespaces, so you call the color setter with the namespace picked explicitly and the value wont just vanish: Expose Niagara Variables to Blueprint & C++ — Set Niagara Parameters at Runtime | Fab