Spawning particles

The plugin allows you to configure and spawn Niagara particle systems.

To configure and spawn particles, create a DataAsset from DA_EFS_ParticleSystem.

Once created the data asset can be added to your component.

You can add particle data assets directly from the component

Alternatively you can add and remove Particle Data Assets in runtime using AddStepParticleData and RemoveStepParticleData.

Content of the Decal Data Asset.

  • Affected Surfaces: Set the desired surface types for the particles to spawn on. Multiple surfaces can be added here.

  • Niagara System: Set the niagara system to spawn at the step location.

  • Speed to Spawn: The system will not be spawned outside of this speed range.

  • Auto Attach: Attachs the particle system to its instigator.

  • ShouldUsePool: Pooling the system will prevent the spawn of a new system for each step, and will instead reuse the same one. (your system should not deactivate itself)

Default Niagara variables

By default the component will try to set variables in your Particle System in case you want to use them.

  • (float) StepSpeed -> Gets the component owner's velocity in float.

  • (Vector3) StepVelocity -> Gets the component owner's velocity.

  • (Vector3) StepForward -> Gets the component owner's forward vector.

  • (Vector3) StepLocation -> Gets the step location in world space.

More advanced uses

For more advanced uses, you can override OnParticleSpawned both in Blueprint and C++ to add custom code when a particle sytem is activated.

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