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Unreal Engine Niagara VFX skill for particle simulations, GPU sprites, and procedural visual effects.
---
name: unreal-niagara
description: Unreal Engine Niagara VFX skill for particle simulations, GPU sprites, and procedural visual effects.
allowed-tools: Read, Grep, Write, Bash, Edit, Glob, WebFetch
graph:
domains: [domain:gaming]
specializations: [specialization:game-development]
skillAreas: [skill-area:graphics-rendering, skill-area:shader-programming]
roles: [role:game-developer]
---
# 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/)
---
name: unreal-niagara
description: Unreal Engine Niagara VFX skill for particle simulations, GPU sprites, and procedural visual effects.
allowed-tools: Read, Grep, Write, Bash, Edit, Glob, WebFetch
graph:
domains: [domain:gaming]
specializations: [specialization:game-development]
skillAreas: [skill-area:graphics-rendering, skill-area:shader-programming]
roles: [role:game-developer]
---
# 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/)
Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.