Templates/Sets of Static mesh with Niagara systems

Hey everyone!
I have a player pawn blueprint. Inside there is currently a static mesh, spring arm with camera and some niagara systems. The root is the static mesh and i have some physics logic applied to the static mesh for movement.
Is it possible to make the static mesh a single component, containig the mesh and the niagara systems, so i can change it with blueprints or code.
I tried making the static mesh and NS in a blueprint as a actor and using Child Actor Component, then making the Child Actor the root, but the camera doesn’t follow.
Thanks

Why do they need to be the same component? Can you attach the niagara systems to the static mesh?

Because I want to switch ingame between the SM and NS quickly, possibly with just one function, rather than switching th SM and switching and adjusting the position of the NS

If the Child Actor Component does what you want, you should try to figure out why the camera isn’t following. Maybe it is referring to the old static mesh.

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I am pretty sure it is attached to the Child actor.
Is there any other way to check, or to manually attach it?

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I am not sure. Maybe you need to have a dummy mesh as the root with the spring arm parented to that, and the child actor a child of the dummy root?

When in runtime, the child actor moves and behaves as expected, but the whole player blueprint doesn’t move. What i need is the player pawn to follow the movement of the child actor. I can set location of the player pawn every frame, but this will be expensive, since i am developing for mobile