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Niagara Systems

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kevinpbuckley
niagara-systems

Rapid-iteration parameter tuning, diagnostics, and Custom-HLSL scratch-pad authoring for Niagara systems (VibeUE NiagaraService + NiagaraScratchPadService). System/emitter/parameter CRUD is owned by the engine NiagaraToolsets. Use when the user asks to tune emitter rapid-iteration params, compare/diagnose systems, or build scratch-pad/Custom HLSL modules. For emitter color/module work, load niagara-emitters.

Overview

Publisherkevinpbuckley
RepositoryVibeUE
Skill nameniagara-systems
Stars
735
Forks
161
Bundled files
1
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 1 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by kevinpbuckley on GitHub. Read the source before you install it.

Installation

Install the Niagara Systems AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/niagara-systems
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git /tmp/VibeUE
mkdir -p .claude/skills
cp -r /tmp/VibeUE/Content/Skills/niagara-systems .claude/skills/niagara-systems
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Niagara Systems in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Niagara Systems on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Niagara Systems is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

🧠 Brains complement: IF an unreal-engine-skills-manager tool (external MCP) exists in this session, call it with {action: "load", skill: "niagara-vfx"} for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.

Niagara Systems Skill

Architecture (read first): VibeUE extends Unreal's native MCP endpoint. System / emitter / parameter create / add / copy / remove / list / compile are owned by the engine toolset NiagaraToolsets.NiagaraToolset_System (plus …_Assets, …_Component, …_Blueprint, …_Info), called through call_tool. VibeUE's NiagaraService was trimmed to the rapid-iteration-parameter tuning + diagnostics that the engine toolset does not cover, and NiagaraScratchPadService (Custom-HLSL graph authoring) which is unique to VibeUE.

VibeUE NiagaraService (this skill) keeps ONLY:

  • Rapid-iteration parameter read/write — list_rapid_iteration_params, set_rapid_iteration_param, set_rapid_iteration_param_by_stage
  • Diagnostics — compare_systems, get_emitter_lifecycle, debug_activation

For system/emitter/parameter CRUD and compile → engine NiagaraToolsets.* via call_tool. For emitter color/curve authoring → load niagara-emitters. For scratch-pad module graphs (Custom HLSL, Map Get/Set, Op, typed pins, wiring) → NiagaraScratchPadService — also documented in the niagara-emitters skill.


Loading skills

Skills load through the engine's AgentSkillToolset (ListSkills / GetSkills) — there is no vibeue-skills-manager tool. The workhorse for all VibeUE services is execute_python_code (call unreal.<Service>.<method>() plus the full unreal.* Python API). Engine toolsets are reached with call_tool (discover them with list_toolsets / describe_toolset).


⚠️ System / emitter / parameter CRUD → engine NiagaraToolsets

🛑 CRASH RISK — Niagara user-parameter ops (issue #464). The engine NiagaraToolset_System.AddUserVariables tool (the "add user parameter" path) can trigger a fatal engine assertion (NiagaraVariant.cpp:108 InCount > 0) that hard-crashes the editor — it builds an FNiagaraVariant with a zero-byte payload when the variable's type/default yields no value bytes. Do NOT add Niagara user parameters via this tool until #464 is fixed. Worse: a system left half-modified by a failed AddUserVariables is corrupted, and subsequent read ops on it (GetUserVariables, GetSystemCompileState, GetEmitterTopology, GetEmitterSummary, …) then crash with an array-index-out-of-bounds. If a user parameter is truly required, supply a concrete non-empty default for the exact type and verify the system still reads back before doing anything else. For scratch-module work, prefer the crash-safe NiagaraScratchPadService (validated solid in the sweep).

Also note (issue #557): AddUserVariables returns null even on success — a null result is not a failure signal. Always verify the write landed with GetUserVariables afterwards.

Creating a system, adding/copying/removing emitters, adding user parameters, listing emitters, compiling — these moved to the engine. Discover and call them like this:

python
# Discover the engine Niagara toolsets and their exact tool names + schemas:
#   list_toolsets()
#   describe_toolset("NiagaraToolsets.NiagaraToolset_System")
#   describe_toolset("NiagaraToolsets.NiagaraToolset_Assets")
#
# Then invoke a tool, e.g. create a system / add an emitter / add a user parameter:
#   call_tool(toolset_name="NiagaraToolsets.NiagaraToolset_System",
#             tool_name="<tool from describe_toolset>",
#             arguments={ ... })

Always inspect existing systems before creating a new one (use the engine …_Info / …_Assets toolset to search/summarize), and ask the user before duplicating an effect as a template.


⚠️ Parameter Discovery Order (rapid-iteration tuning)

When tuning a parameter (e.g., color), VibeUE's NiagaraService covers the rapid-iteration parameters on emitter scripts. User-exposed (User.*) and system-script (System.*) parameters are read/written through the engine NiagaraToolsets parameter tools.

  1. User Parameters (User.Color, User.SpawnRate) → engine NiagaraToolsets
  2. System Script Settings (System.Color, SystemSpawn/Update) → engine NiagaraToolsets
  3. Emitter Script Settings (per-emitter rapid-iteration params) → VibeUE NiagaraService below
python
import unreal

path = "/Game/VFX/NS_TeslaCoil"

# Emitter rapid-iteration params (VibeUE):
params = unreal.NiagaraService.list_rapid_iteration_params(path, "Sparks")
for p in params:
    print(f"[{p.script_type}] {p.parameter_name}: {p.value}")

Quick Reference (VibeUE NiagaraService — kept methods)

python
import unreal

path = "/Game/VFX/NS_Fire"

# === RAPID ITERATION PARAMETERS (emitter script settings) ===
# Discover the exact param names:
params = unreal.NiagaraService.list_rapid_iteration_params(path, "Flames")
for p in params:
    print(f"[{p.script_type}] {p.parameter_name}: {p.value}")

# Set ALL matching stages at once (recommended for color):
unreal.NiagaraService.set_rapid_iteration_param(
    path, "Flames", "Constants.flames.Color.Scale Color", "(0.0, 3.0, 0.0)")

# Set one specific stage when the param exists in several:
unreal.NiagaraService.set_rapid_iteration_param_by_stage(
    path, "Flames", "ParticleUpdate", "Constants.flames.Color.Scale Color", "(0.0, 3.0, 0.0)")

# === DIAGNOSTICS ===
cmp = unreal.NiagaraService.compare_systems("/Game/VFX/NS_Fire", "/Game/VFX/NS_Fire_Copy")
print(f"Differences: {cmp.difference_count}")
for d in cmp.differences:
    print(f"  {d.property_name}: {d.source_value} vs {d.target_value}")

info = unreal.NiagaraService.get_emitter_lifecycle(path, "Flames")  # struct or None
print(info.loop_behavior, info.life_cycle_mode)

print(unreal.NiagaraService.debug_activation(path))  # why isn't this system playing?

System lifecycle, user parameters, and compile are NOT on NiagaraService anymore — use the engine NiagaraToolsets.* tools shown above. After tuning, compile via the engine toolset (or unreal.EditorAssetLibrary.save_asset(path) to persist).

  • Save a newly created system immediately. A NiagaraSystem created through the engine NiagaraToolsets create tool is not rooted, and was lost to garbage collection before its first save at least once. Right after creating it, run unreal.EditorAssetLibrary.save_asset(path, only_if_is_dirty=False) and confirm the .uasset exists on disk (unreal.EditorAssetLibrary.does_asset_exist(path)) before doing anything else.

⚠️ User Parameter Types (engine NiagaraToolsets — reference)

Adding a user-exposed parameter is now an engine NiagaraToolsets operation (run describe_toolset for its exact argument schema). The type names below are the canonical Niagara types — keep them as a reference when supplying a type argument; do not guess strings like "array(float3)" or "NiagaraDataInterfaceArray".

Scalar / struct types (default value is parsed from the string):

typeNiagara typeExample default
Floatfloat"0.997"
Int (or Int32)int"200"
Boolbool"true"
Vector (or Vector3)Vector"(X=-5000,Y=-5000,Z=-500)"
Vector2Vector2D"(X=0,Y=0)"
Vector4Vector4"(X=0,Y=0,Z=0,W=1)"
Color (or LinearColor)LinearColor"(R=1,G=0,B=0,A=1)"

Data interface types — the values the game/Blueprint writes each frame (typed arrays, grids, render targets). Pass the alias or the full NiagaraDataInterface… class name; the default argument is ignored (a default DI instance is allocated automatically):

Alias (case-insensitive)Data interface class
ArrayFloat3 / ArrayVector / VectorArrayNiagaraDataInterfaceArrayFloat3
ArrayPosition / PositionArrayNiagaraDataInterfaceArrayPosition
ArrayFloat / FloatArrayNiagaraDataInterfaceArrayFloat
ArrayFloat2, ArrayFloat4NiagaraDataInterfaceArrayFloat2/4
ArrayInt / ArrayInt32NiagaraDataInterfaceArrayInt32
ArrayBool, ArrayColor, ArrayQuatmatching NiagaraDataInterfaceArray…
Grid2D / Grid2DCollectionNiagaraDataInterfaceGrid2DCollection
Grid3D / Grid3DCollectionNiagaraDataInterfaceGrid3DCollection
RenderTarget2D / TextureRenderTargetNiagaraDataInterfaceRenderTarget2D

Any other concrete UNiagaraDataInterface subclass also works if you pass its exact class name (with or without the NiagaraDataInterface prefix). Supply the type/default arguments to the engine NiagaraToolsets "add user parameter" tool (see describe_toolset for the exact field names); data-interface types ignore the default value (a default DI instance is allocated).


Related

  • niagara-emitters — color/curve authoring + scratch-pad Custom HLSL.
  • Engine NiagaraToolsets.* (via call_tool) — system/emitter/parameter/renderer CRUD and compile.

Additional gotchas

  • Save a new system immediately with save_asset(path, only_if_is_dirty=False) and verify the file exists — a freshly created system may not persist otherwise.
  • A fresh sprite renderer has Material=None and is invisible; AddVelocityInCone.Velocity Strength defaults to 0; use the V2 InitializeParticle module and drive mode inputs with SetStackInputData.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Niagara Systems AI skill do?

Rapid-iteration parameter tuning, diagnostics, and Custom-HLSL scratch-pad authoring for Niagara systems (VibeUE NiagaraService + NiagaraScratchPadService). System/emitter/parameter CRUD is owned by the engine NiagaraToolsets. Use when the user asks to tune emitter rapid-iteration params, compare/diagnose systems, or build scratch-pad/Custom HLSL modules. For emitter color/module work, load niagara-emitters.

Why use Niagara Systems on TypingMind?

Because you install it once and use it with any model. Niagara Systems is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Niagara Systems in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/niagara-systems. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Niagara Systems?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Niagara Systems?

As many as you like. As long as a model supports skills, you can use Niagara Systems with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Niagara Systems AI skill free?

Yes. It is published on GitHub by kevinpbuckley under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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