Ready-made StateTree tools for Unreal Engine 5
Plugin: StateTreeToolsCore Category: Niagara
Spawns a Niagara particle system attached to a scene component or actor 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 depending on the Destroy On Exit setting. The spawned component is written to the Spawned Niagara Component output.
Note: There is a known issue with using property functions to supply
AttachToComponentdirectly. Until it is resolved, use the Attach To Actor and Attach To Actor Component Name fields together as an alternative.
The USceneComponent to attach to. Due to a known issue with property functions, prefer using Attach To Actor + Attach To Actor Component Name instead.
The actor whose component the system should attach to.
The name of the component on Attach To Actor to attach to. Leave empty to attach to the actor’s root component.
The socket or bone name on the target component to attach to. Leave empty to attach to the component’s origin.
The UNiagaraSystem asset to spawn.
Offset from the attachment point.
Rotation offset from the attachment point.
Controls how Location and Rotation are interpreted relative to the attachment. Default is KeepRelativeOffset.
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.