ue-niagara-flamethrower

Installation
SKILL.md

Niagara flamethrower

Use this skill for a sustained flame emitted from a moving muzzle. Use ue-niagara-vfx for the general Niagara system, emitter, and component model. This skill covers the design decisions specific to a flame jet: a stable origin, particles that detach into the world, a readable hot core and cooler edges, and a clean boundary between visuals and damage.

Work with the project's existing Niagara systems, materials, textures, meshes, and weapon setup when they fit the request. The layers and parameter names below are design options, not required assets or a required content pack. Create or replace assets only when the user's actual effect calls for them.

Effect structure

For a layered effect, use separate emitters for the flame body, sparse embers, and smoke when those layers serve the desired look. Add heat distortion only if the project has a suitable material and the target platform can afford it. Tune each included emitter's spawn rate, lifetime, size, color, and scalability budget; a single dense emitter can be hard to tune and expensive to overdraw. A continuous jet needs an indefinitely looping emitter with a spawn rate; a one-shot burst template is only a starting point.

Layer Visual purpose Practical setup
Hot core Immediate, directional flame at the nozzle Short-lived bright sprites with a narrow velocity cone and a high initial speed
Outer flame Broken, turbulent silhouette Wider cone, varied size and lifetime, animated flame texture, color and alpha over normalized age
Embers Individual sparks that outlive the jet Low spawn rate, longer lifetime, drag and gravity; avoid a solid wall of sparks
Smoke Cooling and decay Delayed or offset start, longer lifetime, darker translucent sprites that expand and fade
Heat distortion Air shimmer close to the source Separate, tightly bounded material layer; disable first on constrained platforms

Use the system component or emitter origin at the weapon muzzle. Confirm that the emitter's forward axis matches the mesh socket's forward axis. For a moving weapon, particles should spawn at the current nozzle transform and then continue in world space. A local-space emitter makes existing particles rotate and translate with the weapon, which often bends the whole plume unnaturally. A nozzle flash may intentionally use local space as a separate layer.

Installs
8
GitHub Stars
77
First Seen
Oct 4, 2026