Ready-made StateTree tools for Unreal Engine 5
Plugin: StateTreeToolsCore Category: Niagara
Spawns a Niagara particle system at a world-space location when the state is entered. The task remains running until the system finishes on its own, then succeeds. On state exit the system is either destroyed immediately or deactivated (letting existing particles linger) depending on the Destroy On Exit setting. The spawned component is written to the Spawned Niagara Component output.
The UNiagaraSystem asset to spawn.
The world-space position at which the system is spawned.
The initial world-space rotation of the spawned system.
The world-space scale of the spawned system. Default is (1, 1, 1).
When enabled the Niagara component destroys itself after the simulation ends. Default is true.
When enabled the system activates immediately on spawn. Default is true.
Controls whether and how the Niagara Component Pool is used for this spawn. Default is None (no pooling).
When enabled the engine performs a pre-cull visibility check before spawning. Default is true.
When enabled the system is destroyed immediately when the state exits, killing all existing particles at once. When disabled the system is deactivated and existing particles are allowed to linger until they die naturally. Default is false.
Receives the UNiagaraComponent that was created. Bind downstream tasks or conditions to this output to control or query the running system.
OnSystemFinished callback fires and immediately signals task completion via the async execution context.OnSystemFinished callback. There is a one-frame delay between the system finishing and the task completing.If the System Template is not set the task will fail at compile time. The task inherits Error Means Failure from FStateTreeTools_TaskCommon.