Individual skill
unreal-niagara
Create and control VFX in Unreal Engine 5 with Niagara: systems and emitters, modules and the spawn/update stages, exposed User parameters, and spawning or driving effects from Blueprints or C++. Use when building particle effects, NS_/NE_ assets, spawning a Niagara system at runtime, setting User parameters, or when the user mentions Niagara, VFX, or a particle system in Unreal.
skills/unreal/unreal-niagara/SKILL.md
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# Unreal Niagara VFX
Build and control real-time visual effects in UE5 with Niagara: understand the
System/Emitter/Module hierarchy, expose parameters you can drive from gameplay, and spawn
effects at runtime. Targets **UE 5.8**. (Niagara replaces the legacy Cascade system.)
## When to use
- Use when creating a Niagara System (`NS_`) and Emitters (`NE_`), wiring modules in the
spawn/update stages, exposing **User** parameters to gameplay, or spawning/driving an effect
(impact, muzzle flash, fire, magic) from Blueprint or C++.
- Use when the project has Niagara `NS_`/`NE_` assets or references `UNiagaraComponent`.
**When *not* to use:** material/shader authoring (the look of a surface, not particles) is a