niagara-systems

Installation
SKILL.md

🧠 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.

Installs
2
GitHub Stars
782
First Seen
Jun 26, 2026