unreal-niagara

unreal-niagara is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 85 tokens per session (1,408 once invoked), scanned A, original, Apache-2.0.

A guide to creating real-time particle effects in Unreal Engine 5 with Niagara, such as fire, impacts, muzzle flashes, and magic. Niagara is Unreal’s system for building and controlling these visual effects.

In plain words
What is it for?
Use it to build Niagara systems and emitters, organize particle stages and modules, expose gameplay-controlled parameters, and spawn effects at runtime.
Why use it?
It explains how effects are organized and how gameplay can control them through Blueprints or C++ code. It also helps distinguish particle effects from materials, shaders, and audio.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the unreal plugin — 6 skills shipped together , and of gamedev

Good fit Use it to build Niagara systems and emitters, organize particle stages and modules, expose gameplay-controlled parameters, and spawn effects at runtime.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-niagara
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-niagara
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install unreal, the plugin that ships this one along with the rest of its 6 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for unreal-niagara

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-niagara/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-niagara)
Your own site
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-niagara"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-niagara/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for unreal-niagara

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-niagara"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-niagara.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 85 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,408 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 9 Aug 2026
  • Snyk pass 9 Aug 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00085 $0.01408
Opus 5 $0.00043 $0.00704
Sonnet 5 $0.00017 $0.00282
Haiku 4.5 $0.00009 $0.00141

Measured 13d ago against content hash c2b2f88f2071, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

unreal-niagara scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 13d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

skills/unreal/unreal-niagara/SKILL.md · 124 lines

How it starts

The opening of the file, as written. The whole thing — 124 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unreal Niagara VFX

Build and control real-time visual effects in UE5 with Niagara: understand the System/Emitter/Module hierarchy, expose parameters you can drive from gameplay, and spawn effects at runtime. Targets UE 5.8. (Niagara replaces the legacy Cascade system.)

When to use

  • Use when creating a Niagara System (NS_) and Emitters (NE_), wiring modules in the spawn/update stages, exposing User parameters to gameplay, or spawning/driving an effect (impact, muzzle flash, fire, magic) from Blueprint or C++.
  • Use when the project has Niagara NS_/NE_ assets or references UNiagaraComponent.

When not to use: material/shader authoring (the look of a surface, not particles) is a separate topic; shader-programming covers cross-engine shader concepts. Audio for the effect → audio-design.

Core workflow

  1. Understand the hierarchy. A Niagara System (NS_) is the effect you place/spawn; it contains one or more Emitters (NE_, often emitter templates). Each emitter runs in stages: Emitter Spawn/Update, Particle Spawn/Update, optional Event Handler, and Render.
  2. Build behaviour from Modules, which execute top-to-bottom in each stage (Spawn Rate, Add Velocity, Gravity Force, Color over Life, etc.). Order matters — a later module reads the values earlier ones wrote.
  3. Know the parameter namespaces: System, Emitter, Particle, and User. Only User-namespace parameters are exposed to and settable from Blueprint/C++; the others are internal to the simulation.
  4. Spawn at runtime with UNiagaraFunctionLibrary::SpawnSystemAtLocation (world position) or SpawnSystemAttached (follows a component/socket), which return a UNiagaraComponent.
  5. Drive the effect by setting its User parameters on the returned component (color, spawn rate, a target position) and Activate/Deactivate it.
  6. Verify in the Niagara editor preview and in-level; check bounds (especially GPU emitters), and confirm the effect culls/destroys correctly.

Read the full file on GitHub · 124 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 13d ago First seen · 124 lines · 85 tokens per session scan A c2b2f88f2071

Subscribe to this mod's changes

unreal-niagara is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 85 tokens to every session and 1,408 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.