unreal-niagara

Unreal Engine Niagara VFX skill for particle simulations, GPU sprites, and procedural visual effects.

509 stars

Best use case

unreal-niagara is best used when you need a repeatable AI agent workflow instead of a one-off prompt.

Unreal Engine Niagara VFX skill for particle simulations, GPU sprites, and procedural visual effects.

Teams using unreal-niagara should expect a more consistent output, faster repeated execution, less prompt rewriting.

When to use this skill

  • You want a reusable workflow that can be run more than once with consistent structure.

When not to use this skill

  • You only need a quick one-off answer and do not need a reusable workflow.
  • You cannot install or maintain the underlying files, dependencies, or repository context.

Installation

Claude Code / Cursor / Codex

$curl -o ~/.claude/skills/unreal-niagara/SKILL.md --create-dirs "https://raw.githubusercontent.com/a5c-ai/babysitter/main/library/specializations/game-development/skills/unreal-niagara/SKILL.md"

Manual Installation

  1. Download SKILL.md from GitHub
  2. Place it in .claude/skills/unreal-niagara/SKILL.md inside your project
  3. Restart your AI agent — it will auto-discover the skill

How unreal-niagara Compares

Feature / Agentunreal-niagaraStandard Approach
Platform SupportNot specifiedLimited / Varies
Context Awareness High Baseline
Installation ComplexityUnknownN/A

Frequently Asked Questions

What does this skill do?

Unreal Engine Niagara VFX skill for particle simulations, GPU sprites, and procedural visual effects.

Where can I find the source code?

You can find the source code on GitHub using the link provided at the top of the page.

SKILL.md Source

# Unreal Niagara Skill

Niagara visual effects system for Unreal Engine.

## Overview

This skill provides capabilities for creating visual effects using Unreal's Niagara system, including particle simulations, GPU particles, and procedural effects.

## Capabilities

### Particle Systems
- Create emitter modules
- Configure spawn, update, render
- Handle particle attributes
- Implement GPU simulation

### Module Development
- Create custom modules
- Implement scratch pad modules
- Handle data interfaces
- Build reusable libraries

### Integration
- Spawn from Blueprints/C++
- Handle events and triggers
- Integrate with gameplay
- Manage performance

### Advanced Features
- Implement mesh particles
- Create ribbon effects
- Handle simulation stages
- Build fluid simulations

## Prerequisites

- Unreal Engine 5.0+
- Niagara plugin enabled

## Usage Patterns

### Spawning Effects

```cpp
// C++ spawn
UNiagaraComponent* NiagaraComp = UNiagaraFunctionLibrary::SpawnSystemAtLocation(
    GetWorld(),
    ExplosionEffect,
    Location,
    Rotation
);

// Set parameters
NiagaraComp->SetVariableFloat(FName("Scale"), 2.0f);
```

### Blueprint Integration

```
1. Add Niagara Component
2. Set Niagara System Asset
3. Call Activate/Deactivate
4. Set User Parameters
5. Handle completion events
```

## Best Practices

1. Use GPU simulation for large counts
2. Create module libraries
3. Profile with Niagara debugger
4. Set scalability settings
5. Use LOD for distant effects

## References

- [Niagara Documentation](https://docs.unrealengine.com/5.0/en-US/visual-effects-in-unreal-engine/)

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