niagara-systems
🧠 Brains complement: IF an
unreal-engine-skills-managertool (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 throughcall_tool. VibeUE'sNiagaraServicewas trimmed to the rapid-iteration-parameter tuning + diagnostics that the engine toolset does not cover, andNiagaraScratchPadService(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.