Agent skill

Niagara Systems

by kevinpbuckley in kevinpbuckley/VibeUE

Rapid-iteration parameter tuning, diagnostics, and Custom-HLSL scratch-pad authoring for Niagara systems (VibeUE NiagaraService + NiagaraScratchPadService).

MITAuto-check passedGame Development

Install Niagara Systems

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

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

GitHub CLI
$ gh skill install kevinpbuckley/VibeUE niagara-systems --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-systems .claude/skills/niagara-systems && 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-systems
GitHub stars
730
Token cost
~2.8k tokens
SKILL.md length
854 words
Files
2 (incl. scripts)
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

Rapid-iteration parameter tuning, diagnostics, and Custom-HLSL scratch-pad authoring for Niagara systems (VibeUE NiagaraService + NiagaraScratchPadService).

  • Works in 3 steps: User Parameters (User.Color,… → System Script Settings (System.Color,… → Emitter Script Settings (per-emitter…
  • The user asks to tune emitter rapid-iteration params
  • SKILL.md covers Niagara Systems Skill, Loading skills, ⚠️ System / emitter /… and ⚠️ Parameter Discovery Order…, plus 4 more sections
  • Compare/diagnose systems

What it does

Niagara Systems is an agent skill from kevinpbuckley/VibeUE. Rapid-iteration parameter tuning, diagnostics, and Custom-HLSL scratch-pad authoring for Niagara systems (VibeUE NiagaraService + NiagaraScratchPadService). System/emitter/parameter CRUD is owned by the engine NiagaraToolsets. Use when the user asks to tune emitter rapid-iteration params, compare/diagnose systems, or build scratch-pad/Custom HLSL modules. For emitter color/module work, load niagara-emitters.

Its SKILL.md is about 2.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including scripts.

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 tune emitter rapid-iteration params
  • Compare/diagnose systems
  • Build scratch-pad/Custom HLSL modules

Example prompts

  • “/niagara-systems”

Requirements

  • Python 3

Workflow steps

3 steps, taken from the first numbered list in SKILL.md.

  1. User Parameters (User.Color, User.SpawnRate) → engine NiagaraToolsets
  2. System Script Settings (System.Color, SystemSpawn/Update) → engine NiagaraToolsets
  3. Emitter Script Settings (per-emitter rapid-iteration params) → VibeUE NiagaraService below

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 1 file 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 Systems loads about 2.8k tokens when it runs. Until then it costs about 107 tokens; SKILL.md has 854 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~107
When it runs · the whole SKILL.md, loaded when a task matches
~2.8k

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). 854 words, ~2,798 tokens.

Download SKILL.mdSave it as .claude/skills/niagara-systems/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
niagara-systems
description
Rapid-iteration parameter tuning, diagnostics, and Custom-HLSL scratch-pad authoring for Niagara systems (VibeUE NiagaraService + NiagaraScratchPadService). System/emitter/parameter CRUD is owned by the engine NiagaraToolsets. Use when the user asks to tune emitter rapid-iteration params, compare/diagnose systems, or build scratch-pad/Custom HLSL modules. For emitter color/module work, load niagara-emitters.
display_name
Niagara Systems
vibeue_classes
NiagaraService, NiagaraScratchPadService
unreal_classes
EditorAssetLibrary, NiagaraSystem
keywords
niagara system, NS_, particle system, vfx system, rapid iteration, System.Color, compare systems, debug activation, emitter lifecycle, NiagaraService…

🧠 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.


Loading skills

Skills load through the engine's AgentSkillToolset (ListSkills / GetSkills) — there is no vibeue-skills-manager tool. The workhorse for all VibeUE services is execute_python_code (call unreal.<Service>.<method>() plus the full unreal.* Python API). Engine toolsets are reached with call_tool (discover them with list_toolsets / describe_toolset).


⚠️ System / emitter / parameter CRUD → engine NiagaraToolsets

🛑 CRASH RISK — Niagara user-parameter ops (issue #464). The engine NiagaraToolset_System.AddUserVariables tool (the "add user parameter" path) can trigger a fatal engine assertion (NiagaraVariant.cpp:108 InCount > 0) that hard-crashes the editor — it builds an FNiagaraVariant with a zero-byte payload when the variable's type/default yields no value bytes. Do NOT add Niagara user parameters via this tool until #464 is fixed. Worse: a system left half-modified by a failed AddUserVariables is corrupted, and subsequent read ops on it (GetUserVariables, GetSystemCompileState, GetEmitterTopology, GetEmitterSummary, …) then crash with an array-index-out-of-bounds. If a user parameter is truly required, supply a concrete non-empty default for the exact type and verify the system still reads back before doing anything else. For scratch-module work, prefer the crash-safe NiagaraScratchPadService (validated solid in the sweep).

Also note (issue #557): AddUserVariables returns null even on success — a null result is not a failure signal. Always verify the write landed with GetUserVariables afterwards.

Creating a system, adding/copying/removing emitters, adding user parameters, listing emitters, compiling — these moved to the engine. Discover and call them like this:

python
# Discover the engine Niagara toolsets and their exact tool names + schemas:
#   list_toolsets()
#   describe_toolset("NiagaraToolsets.NiagaraToolset_System")
#   describe_toolset("NiagaraToolsets.NiagaraToolset_Assets")
#
# Then invoke a tool, e.g. create a system / add an emitter / add a user parameter:
#   call_tool(toolset_name="NiagaraToolsets.NiagaraToolset_System",
#             tool_name="<tool from describe_toolset>",
#             arguments={ ... })

Always inspect existing systems before creating a new one (use the engine …_Info / …_Assets toolset to search/summarize), and ask the user before duplicating an effect as a template.


⚠️ Parameter Discovery Order (rapid-iteration tuning)

When tuning a parameter (e.g., color), VibeUE's NiagaraService covers the rapid-iteration parameters on emitter scripts. User-exposed (User.*) and system-script (System.*) parameters are read/written through the engine NiagaraToolsets parameter tools.

  1. User Parameters (User.Color, User.SpawnRate) → engine NiagaraToolsets
  2. System Script Settings (System.Color, SystemSpawn/Update) → engine NiagaraToolsets
  3. Emitter Script Settings (per-emitter rapid-iteration params) → VibeUE NiagaraService below
python
import unreal

path = "/Game/VFX/NS_TeslaCoil"

# Emitter rapid-iteration params (VibeUE):
params = unreal.NiagaraService.list_rapid_iteration_params(path, "Sparks")
for p in params:
    print(f"[{p.script_type}] {p.parameter_name}: {p.value}")

Show full SKILL.md (362 more words)Show less

Quick Reference (VibeUE NiagaraService — kept methods)

python
import unreal

path = "/Game/VFX/NS_Fire"

# === RAPID ITERATION PARAMETERS (emitter script settings) ===
# Discover the exact param names:
params = unreal.NiagaraService.list_rapid_iteration_params(path, "Flames")
for p in params:
    print(f"[{p.script_type}] {p.parameter_name}: {p.value}")

# Set ALL matching stages at once (recommended for color):
unreal.NiagaraService.set_rapid_iteration_param(
    path, "Flames", "Constants.flames.Color.Scale Color", "(0.0, 3.0, 0.0)")

# Set one specific stage when the param exists in several:
unreal.NiagaraService.set_rapid_iteration_param_by_stage(
    path, "Flames", "ParticleUpdate", "Constants.flames.Color.Scale Color", "(0.0, 3.0, 0.0)")

# === DIAGNOSTICS ===
cmp = unreal.NiagaraService.compare_systems("/Game/VFX/NS_Fire", "/Game/VFX/NS_Fire_Copy")
print(f"Differences: {cmp.difference_count}")
for d in cmp.differences:
    print(f"  {d.property_name}: {d.source_value} vs {d.target_value}")

info = unreal.NiagaraService.get_emitter_lifecycle(path, "Flames")  # struct or None
print(info.loop_behavior, info.life_cycle_mode)

print(unreal.NiagaraService.debug_activation(path))  # why isn't this system playing?

System lifecycle, user parameters, and compile are NOT on NiagaraService anymore — use the engine NiagaraToolsets.* tools shown above. After tuning, compile via the engine toolset (or unreal.EditorAssetLibrary.save_asset(path) to persist).

  • Save a newly created system immediately. A NiagaraSystem created through the engine NiagaraToolsets create tool is not rooted, and was lost to garbage collection before its first save at least once. Right after creating it, run unreal.EditorAssetLibrary.save_asset(path, only_if_is_dirty=False) and confirm the .uasset exists on disk (unreal.EditorAssetLibrary.does_asset_exist(path)) before doing anything else.

⚠️ User Parameter Types (engine NiagaraToolsets — reference)

Adding a user-exposed parameter is now an engine NiagaraToolsets operation (run describe_toolset for its exact argument schema). The type names below are the canonical Niagara types — keep them as a reference when supplying a type argument; do not guess strings like "array(float3)" or "NiagaraDataInterfaceArray".

Scalar / struct types (default value is parsed from the string):

typeNiagara typeExample default
Floatfloat"0.997"
Int (or Int32)int"200"
Boolbool"true"
Vector (or Vector3)Vector"(X=-5000,Y=-5000,Z=-500)"
Vector2Vector2D"(X=0,Y=0)"
Vector4Vector4"(X=0,Y=0,Z=0,W=1)"
Color (or LinearColor)LinearColor"(R=1,G=0,B=0,A=1)"

Data interface types — the values the game/Blueprint writes each frame (typed arrays, grids, render targets). Pass the alias or the full NiagaraDataInterface… class name; the default argument is ignored (a default DI instance is allocated automatically):

Alias (case-insensitive)Data interface class
ArrayFloat3 / ArrayVector / VectorArrayNiagaraDataInterfaceArrayFloat3
ArrayPosition / PositionArrayNiagaraDataInterfaceArrayPosition
ArrayFloat / FloatArrayNiagaraDataInterfaceArrayFloat
ArrayFloat2, ArrayFloat4NiagaraDataInterfaceArrayFloat2/4
ArrayInt / ArrayInt32NiagaraDataInterfaceArrayInt32
ArrayBool, ArrayColor, ArrayQuatmatching NiagaraDataInterfaceArray…
Grid2D / Grid2DCollectionNiagaraDataInterfaceGrid2DCollection
Grid3D / Grid3DCollectionNiagaraDataInterfaceGrid3DCollection
RenderTarget2D / TextureRenderTargetNiagaraDataInterfaceRenderTarget2D

Any other concrete UNiagaraDataInterface subclass also works if you pass its exact class name (with or without the NiagaraDataInterface prefix). Supply the type/default arguments to the engine NiagaraToolsets "add user parameter" tool (see describe_toolset for the exact field names); data-interface types ignore the default value (a default DI instance is allocated).


  • niagara-emitters — color/curve authoring + scratch-pad Custom HLSL.
  • Engine NiagaraToolsets.* (via call_tool) — system/emitter/parameter/renderer CRUD and compile.

Additional gotchas

  • Save a new system immediately with save_asset(path, only_if_is_dirty=False) and verify the file exists — a freshly created system may not persist otherwise.
  • A fresh sprite renderer has Material=None and is invisible; AddVelocityInCone.Velocity Strength defaults to 0; use the V2 InitializeParticle module and drive mode inputs with SetStackInputData.

© 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 1 other file (scripts) in Content/Skills/niagara-systems of kevinpbuckley/VibeUE.

  • SKILL.md
  • scripts/create_system.txt

Open the folder on GitHubat commit dc051be

Compare with similar skills

Niagara Systems 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 Systems compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Niagara Systems this skillkevinpbuckley/VibeUE730—~2.8kAutomated 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 Systems

What does Niagara Systems do?

Rapid-iteration parameter tuning, diagnostics, and Custom-HLSL scratch-pad authoring for Niagara systems (VibeUE NiagaraService + NiagaraScratchPadService). Niagara Systems is an agent skill from kevinpbuckley/VibeUE. Rapid-iteration parameter tuning, diagnostics, and Custom-HLSL scratch-pad authoring for Niagara systems (VibeUE NiagaraService + NiagaraScratchPadService).

When should I use Niagara Systems?

Niagara Systems fits situations like: the user asks to tune emitter rapid-iteration params; compare/diagnose systems; build scratch-pad/Custom HLSL modules.

How do I install Niagara Systems in Claude Code?

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

How do I install Niagara Systems in Codex?

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

Can I use Niagara Systems 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-systems -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-systems, .gemini/skills/niagara-systems, .github/skills/niagara-systems and .opencode/skills/niagara-systems in your project.

What does Niagara Systems need to run?

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

Does Niagara Systems 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 Systems 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 Systems use?

Niagara Systems 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 Systems use?

About 2.8k tokens (SKILL.md is roughly 11k 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 Systems?

Skills that share tags, products or a category with Niagara Systems: 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 Systems?

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.