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DocsWalkthroughsCreate a Niagara System

Create a Niagara System

A guided example: create a Niagara system, add an emitter and modules, set inputs, and compile a working effect.

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A drop-in Unreal Engine 5 plugin that exposes the entire editor surface (Blueprints, Materials, Niagara, PCG, StateTree, Insights profiling, and more) over the Model Context Protocol. Connect Claude Code, Cursor, VS Code, or any MCP-compatible client and let your AI build inside the engine.

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This walkthrough creates a Niagara particle system from scratch: make the system, add an emitter, add a module to its stack, set a module input, and compile. Niagara is the largest command category, so the Niagara reference is the place to see every stack, renderer, and parameter operation.

1

Create the system

A new Niagara system asset. Start empty or from a template.

bash
cfa create_niagara_system --asset-path /Game/VFX/NS_Sparks
2

Add an emitter

Add an emitter to the system's stack.

bash
cfa add_niagara_emitter --system-path /Game/VFX/NS_Sparks --name Sparks
3

Add a module

Add a module to the emitter's stack (spawn, velocity, color, and so on).

bash
cfa add_niagara_module --system-path /Game/VFX/NS_Sparks --emitter Sparks --module SpawnRate
4

Set a module input

Set a value on the module you added.

bash
cfa set_niagara_module_input --system-path /Game/VFX/NS_Sparks --emitter Sparks --module SpawnRate --input SpawnRate --value 200
5

Compile

Compile the system so it is ready to use.

bash
cfa compile_niagara_system --system-path /Game/VFX/NS_Sparks
Exact parameters
Module and input names vary by module; the exact parameters for each command are in the Niagara reference, or run cfa describe add_niagara_module.