Agent skill

Niagara Emitters

by kevinpbuckley in kevinpbuckley/VibeUE

Niagara emitter color/curve authoring (tint, hue-shift, ColorFromCurve keys), rapid-iteration parameter tuning, and Custom-HLSL scratch-pad authoring (NiagaraEmitterService +…

MITAuto-check passedGame Development

Install Niagara Emitters

skills CLI
$ npx skills add kevinpbuckley/VibeUE --skill niagara-emitters -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install kevinpbuckley/VibeUE niagara-emitters --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Content/Skills/niagara-emitters .claude/skills/niagara-emitters && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
niagara-emitters
GitHub stars
730
Token cost
~2k tokens
SKILL.md length
662 words
Files
6 (incl. scripts)
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

Niagara emitter color/curve authoring (tint, hue-shift, ColorFromCurve keys), rapid-iteration parameter tuning, and Custom-HLSL scratch-pad authoring (NiagaraEmitterService +…

  • The user asks to recolor
  • SKILL.md covers Niagara Emitters Skill, ⚠️ CRITICAL: Script Stages, Task Index and Sub-docs, plus 1 more section
  • Hue-shift particles
  • Edit color curves

What it does

Niagara Emitters is an agent skill from kevinpbuckley/VibeUE. Niagara emitter color/curve authoring (tint, hue-shift, ColorFromCurve keys), rapid-iteration parameter tuning, and Custom-HLSL scratch-pad authoring (NiagaraEmitterService + NiagaraScratchPadService). Module/renderer CRUD is owned by the engine NiagaraToolsets. Use when the user asks to recolor or hue-shift particles, edit color curves, tune emitter params, or build a scratch-pad/Custom HLSL module. For system-level lifecycle, load niagara-systems.

Its SKILL.md is about 2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 6 other files, including scripts (for example `color.md`, `reference.md` and `scratch-pad.md`).

It sits in Game Development, covering Shaders. It works with Model Context Protocol. The repository describes itself as: Unreal Engine Vibe Coding tool. The licence is MIT.

When your agent uses it

  • The user asks to recolor
  • Hue-shift particles
  • Edit color curves
  • Tune emitter params

Example prompts

  • “/niagara-emitters”

Requirements

  • Python 3

What it can do on your machine

Read from SKILL.md and the folder at commit dc051be. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 2 files in scripts/, which the agent can run.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Niagara Emitters loads about 2k tokens when it runs. Until then it costs about 118 tokens; SKILL.md has 662 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~118
When it runs · the whole SKILL.md, loaded when a task matches
~2k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from kevinpbuckley/VibeUE at commit dc051be, republished under its MIT licence (© kevinpbuckley). 662 words, ~2,042 tokens.

Download SKILL.mdSave it as .claude/skills/niagara-emitters/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
niagara-emitters
description
Niagara emitter color/curve authoring (tint, hue-shift, ColorFromCurve keys), rapid-iteration parameter tuning, and Custom-HLSL scratch-pad authoring (NiagaraEmitterService + NiagaraScratchPadService). Module/renderer CRUD is owned by the engine NiagaraToolsets. Use when the user asks to recolor or hue-shift particles, edit color curves, tune emitter params, or build a scratch-pad/Custom HLSL module. For system-level lifecycle, load niagara-systems.
display_name
Niagara Emitters
vibeue_classes
NiagaraEmitterService, NiagaraScratchPadService, NiagaraService
unreal_classes
NiagaraEmitter, NiagaraScript
keywords
niagara emitter, rapid iteration, particle spawn, particle update, emitter update, niagara color, color from curve, ColorFromCurve, color tint, hue shift…

🧠 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 Emitters Skill

Architecture (read first): VibeUE extends Unreal's native MCP endpoint. Emitter module and renderer CRUD (add/remove/enable/reorder modules, add/remove renderers, set module/renderer inputs, search module scripts) are owned by the engine NiagaraToolsets.* toolsets, called through call_tool. VibeUE's NiagaraEmitterService was trimmed to the color/curve authoring the engine doesn't provide, plus a rapid-iteration-parameter reader.

VibeUE NiagaraEmitterService (this skill) keeps ONLY color/curve authoring + a param reader:

  • set_color_tint — add/set a ScaleColor tint (handles ColorFromCurve automatically)
  • get_color_curve_keys / set_color_curve_keys — read/replace ColorFromCurve keyframes
  • shift_color_hue — hue-rotate a ColorFromCurve while preserving detail (best for recolors)
  • get_rapid_iteration_parameters — read an emitter's rapid-iteration params

NiagaraScratchPadService authors scratch-pad module graphs:

  • Create empty scratch modules on any stage
  • Drop Map Get / Map Set / Op / Custom HLSL nodes
  • Add typed pins, connect pins, declare module inputs/outputs
  • Apply + recompile in one call

For module / renderer CRUD → engine NiagaraToolsets.* via call_tool (discover with list_toolsets / describe_toolset). For system-level operations (create system, add emitters, user params, compile) → engine NiagaraToolsets.* and the niagara-systems skill. Rapid-iteration param writes (set_rapid_iteration_param*) live on NiagaraService (niagara-systems skill).

Loading skills: skills load through the engine's AgentSkillToolset (ListSkills/GetSkills) — there is no vibeue-skills-manager tool. Run VibeUE services with execute_python_code (unreal.<Service>.<method>()); reach engine toolsets with call_tool.


⚠️ CRITICAL: Script Stages

Niagara modules exist in different script stages:

  • EmitterSpawn - Runs once when emitter spawns
  • EmitterUpdate - Runs every frame for emitter
  • ParticleSpawn - Runs once when each particle spawns
  • ParticleUpdate - Runs every frame for each particle
⚠️ Adding modules/renderers is an engine NiagaraToolsets operation — stage still matters

Adding modules and renderers moved to the engine toolsets. Discover the exact tool + schema with describe_toolset and invoke via call_tool:

python
# describe_toolset("NiagaraToolsets.NiagaraToolset_System")   # (find the add-module / add-renderer tools)
# call_tool(toolset_name="NiagaraToolsets.NiagaraToolset_System",
#           tool_name="<add module tool>", arguments={ ... })

Whatever the engine tool's signature, which stage a module goes in still matters — this is the #1 cause of a system that "compiles" but is invalid:

ModuleCorrect stage
InitializeParticleParticleSpawn
SpawnRate, SpawnBurstInstantaneous, EmitterStateEmitterUpdate
ParticleState, SolveForcesAndVelocity, ScaleColor, color/size/velocity update modulesParticleUpdate

SpawnRate is an emitter module — putting it in ParticleUpdate makes the system invalid, and a compile reports only the generic "System is invalid after compilation" with no pointer to the culprit. If a compile is "invalid" after you added modules, first suspect a mis-staged module (list the emitter's modules via the engine toolset and check each module's stage). Stage strings are ParticleSpawn / ParticleUpdate / EmitterSpawn / EmitterUpdate.

For building an emitter entirely from a scratch-pad / Custom HLSL module (which IS a VibeUE operation), see scratch-pad.md.

Show full SKILL.md (208 more words)Show less
⚠️ IMPORTANT: Parameters Exist in MULTIPLE Stages

Color.Scale Color, Velocity, Size, and other parameters often exist in BOTH ParticleSpawn AND ParticleUpdate stages!

When changing these parameters, you MUST update BOTH stages:

IMPORTANT: Use full parameter names from list_rapid_iteration_params (e.g., Constants.emitter.Color.Scale Color)

python
# ❌ WRONG - Only sets ParticleUpdate, color may not work correctly
unreal.NiagaraService.set_rapid_iteration_param_by_stage(
    path, emitter, "ParticleUpdate", f"Constants.{emitter}.Color.Scale Color", "(0.0, 3.0, 0.0)"
)

# ✅ CORRECT - Use set_rapid_iteration_param to set ALL matching stages at once
unreal.NiagaraService.set_rapid_iteration_param(
    path, emitter, f"Constants.{emitter}.Color.Scale Color", "(0.0, 3.0, 0.0)"
)

# ✅ OR explicitly set BOTH stages
unreal.NiagaraService.set_rapid_iteration_param_by_stage(
    path, emitter, "ParticleSpawn", f"Constants.{emitter}.Color.Scale Color", "(0.0, 3.0, 0.0)"
)
unreal.NiagaraService.set_rapid_iteration_param_by_stage(
    path, emitter, "ParticleUpdate", f"Constants.{emitter}.Color.Scale Color", "(0.0, 3.0, 0.0)"
)

Why? ParticleSpawn sets initial color, ParticleUpdate multiplies it. If you only set one, the other uses its default value and the result won't be what you expect.


Task Index

TaskSub-doc / where
Recolor an emitter (hue shift / tint / scale)color.md (VibeUE)
Manage ColorFromCurve modules / curve keyscolor.md (VibeUE)
Read rapid-iteration paramsreference.md (VibeUE)
Set rapid-iteration params (all stages)reference.md → NiagaraService (niagara-systems)
Add modules / renderers to an emitterengine NiagaraToolsets.* via call_tool (see reference.md)
Build an emitter from scratch / Custom-HLSL scratch modulescratch-pad.md (VibeUE)

Sub-docs

  • color.md — all color editing: ColorFromCurve detection, choosing the right method (shift_color_hue vs tint vs scale), curve keys, per-stage color, managing ColorFromCurve.
  • reference.md — VibeUE color/curve + rapid-iteration-param readers, plus where module/renderer CRUD lives (engine NiagaraToolsets) and common property names.
  • scratch-pad.md — building emitters from scratch and Custom-HLSL Scratch-Pad authoring.

Verification

Compile and save after changes (compile via the engine NiagaraToolsets tool; unreal.EditorAssetLibrary.save_asset(path) to persist). For color edits, re-read the curve keys (get_color_curve_keys) or rapid-iteration params to confirm the change landed in every stage where the param exists.

© kevinpbuckley, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 5 other files (scripts) in Content/Skills/niagara-emitters of kevinpbuckley/VibeUE.

  • SKILL.md
  • color.md
  • reference.md
  • scratch-pad.md
  • scripts/build_emitter.txt
  • scripts/recolor_emitter.txt

Open the folder on GitHubat commit dc051be

Compare with similar skills

Niagara Emitters next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Niagara Emitters compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Niagara Emitters this skillkevinpbuckley/VibeUE730—~2kAutomated safety check: PassMIT
Assets Shader List AllIvanMurzak/Unity-MCP4.4k—~435Automated safety check: PassApache-2.0
Unreal Material and VFX Workflowflopperam/unreal-engine-mcp1.1k—~927Automated safety check: PassNone
UMG Material MCPwinyunq/UnrealMotionGraphicsMCP210—~913Automated safety check: PassMIT
Touchdesignersatoruhiga/claude-touchdesigner127—~1.5kAutomated safety check: PassNone
Threejs Visual Systemsmintdotgg/mint-threejs-skills114—~816Automated safety check: PassMIT

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Questions about Niagara Emitters

What does Niagara Emitters do?

Niagara emitter color/curve authoring (tint, hue-shift, ColorFromCurve keys), rapid-iteration parameter tuning, and Custom-HLSL scratch-pad authoring (NiagaraEmitterService +…. Niagara Emitters is an agent skill from kevinpbuckley/VibeUE. Niagara emitter color/curve authoring (tint, hue-shift, ColorFromCurve keys), rapid-iteration parameter tuning, and Custom-HLSL scratch-pad authoring (NiagaraEmitterService + NiagaraScratchPadService).

When should I use Niagara Emitters?

Niagara Emitters fits situations like: the user asks to recolor; hue-shift particles; edit color curves; tune emitter params.

How do I install Niagara Emitters in Claude Code?

Run `npx skills add kevinpbuckley/VibeUE --skill niagara-emitters -a claude-code`. Or copy the skill folder (Content/Skills/niagara-emitters in kevinpbuckley/VibeUE) into .claude/skills/niagara-emitters in your project. Claude Code loads it when a task matches its description.

How do I install Niagara Emitters in Codex?

Run `npx skills add kevinpbuckley/VibeUE --skill niagara-emitters -a codex`. Or copy the skill folder (Content/Skills/niagara-emitters in kevinpbuckley/VibeUE) into .agents/skills/niagara-emitters in your project. Codex loads it when a task matches its description.

Can I use Niagara Emitters in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add kevinpbuckley/VibeUE --skill niagara-emitters -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/niagara-emitters, .gemini/skills/niagara-emitters, .github/skills/niagara-emitters and .opencode/skills/niagara-emitters in your project.

What does Niagara Emitters need to run?

SKILL.md names no scripts, command-line tools or credentials: Niagara Emitters is instructions for the agent only. Our summary lists: Python 3.

Does Niagara Emitters access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Niagara Emitters safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Niagara Emitters use?

Niagara Emitters is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Niagara Emitters use?

About 2k tokens (SKILL.md is roughly 8.2k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Niagara Emitters?

Skills that share tags, products or a category with Niagara Emitters: Assets Shader List All (IvanMurzak/Unity-MCP, 4.4k stars), Unreal Material and VFX Workflow (flopperam/unreal-engine-mcp, 1.1k stars), UMG Material MCP (winyunq/UnrealMotionGraphicsMCP, 210 stars) and Touchdesigner (satoruhiga/claude-touchdesigner, 127 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Niagara Emitters?

kevinpbuckley (a GitHub user) maintains it in kevinpbuckley/VibeUE, which has 730 GitHub stars. The repository holds 39 skills in this directory. The repository was last updated on October 7, 2026.

Source: kevinpbuckley/VibeUE on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.