Hello! Currently I am trying to find a way to potentially have one single niagara system, and being able to gradually increase the number of particles from 0-10. I was looking at trying to do this without resetting the simulation of the niagara system each time the particle count is changed.
For example, my current solution takes a UserParameter that is a Float. This user parameter is changed within a blueprint from 0-10 depending on how many of a specific buff the character has. But currently, the niagara system is using “Spawn Burst Instantaneous”, and when the spawn count is changed, it resets the entire niagara system.
Is there any way to be able to manually increase the particle count, based on a float or integer? Or do I need to create 10 different instances of the same Niagara system, each with only one particle?
There should be a way to get the ID of each particle, and then if it’s greater than your user parameter, you set the sprite size to zero. I had a quick look but couldn’t see a way to get ID, and IDs might be a long hash values rather than simple consecutive integers starting at zero. You might need to have a niagara array and then hide the particles based on their position in the array.
Or maybe you would have better luck with “spawn rate” rather than “spawn burst instantaneous” but I don’t think that’s what you want.