ue-mcp-niagara
Use when authoring Niagara VFX systems via ue-mcp — creating systems and emitters, adding renderers, setting module inputs and static switches, building HLSL modules, and batching operations. Pulls in any time the user asks for a particle system, VFX, Niagara emitter, or motion matching cost visualization.
ue-mcp Niagara authoring
The niagara tool covers systems, emitters, modules, renderers, and HLSL authoring.
Create and inspect
niagara(action="create", name, packagePath?)— stand up a blankUNiagaraSystem.niagara(action="create_system_from_spec", name, packagePath?, emitters=[{path}])— declaratively create a system with emitters in one call.niagara(action="list_emitters", systemPath)/niagara(action="get_info", assetPath)— inspect shape.niagara(action="inspect_data_interfaces", systemPath)— enumerate user-scope data interfaces.niagara(action="list_system_parameters", systemPath)— user-exposed parameters (with isDataInterface flag).
Renderers
niagara(action="list_renderers", systemPath, emitterName?)— current renderer stack.niagara(action="add_renderer", systemPath, rendererType="sprite"|"mesh"|"ribbon", emitterName?)— or pass a full class name.niagara(action="set_renderer_property", systemPath, rendererIndex, propertyName, value, emitterName?)— bool / numeric / string properties via reflection.niagara(action="remove_renderer", systemPath, rendererIndex, emitterName?).
Module inputs + static switches (v0.7.14)
niagara(action="list_module_inputs", systemPath, emitterName?, stackContext?)— walks every module in the ParticleSpawn / ParticleUpdate / EmitterSpawn / EmitterUpdate script stacks, reports input + output pins (name, type, default, linked-state).niagara(action="set_module_input", systemPath, moduleName, inputName, value, emitterName?, stackContext?)— writes a literal default on the module's function-call input pin. Limitation: inputs already overridden via the stack editor's override-map node aren't touched by this path. Clear the override in-editor if the write doesn't take effect.niagara(action="list_static_switches", systemPath, moduleName?, emitterName?, stackContext?)— usesUNiagaraGraph::FindStaticSwitchInputson each module's function script, cross-referenced against pins on the calling node.niagara(action="set_static_switch", systemPath, moduleName, switchName, value, emitterName?, stackContext?)— format thevalueper the switch type:"true"/"false"for bool, integer literal for int/byte/enum.
HLSL module authoring (v0.7.14)
niagara(action="create_module_from_hlsl", name, hlsl, packagePath?)— creates aUNiagaraScriptmodule and injects aUNiagaraNodeCustomHlslcarrying the supplied HLSL body. Pin signatures are re-parsed from the HLSL body the first time the asset is opened.niagara(action="get_compiled_hlsl", systemPath, emitterName?)— introspect the GPU compute script for a system's emitter.
Batching (v0.7.14)
niagara(action="batch", ops=[{action, params}])— run a sequence of niagara sub-actions fail-fast in order. Returns per-step results plusstoppedAt(null on full success, index of the first failure otherwise). Nested batches are rejected.
Typical authoring flow
- Create the system + emitters (
create_system_from_specor step-by-step). - Inspect the stack:
list_module_inputsto see what you're working with. - Tune:
set_module_input/set_static_switchfor literal values;set_renderer_propertyfor visual output. - For custom HLSL behavior:
create_module_from_hlslto produce a reusable module, thenadd_emitter/ reference it from your stack. - Optional: wrap a long sequence in
batchso a mid-sequence failure gets reported as a single result.
Pitfalls
- Emitter references are version-pinned. When using
create_system_from_spec, the handler uses the source emitter's current exposed version — save the emitter first if you've been editing it. set_emitter_propertyuses reflection onFVersionedNiagaraEmitterData. Not all properties are writable this way (some require the stack editor's validators). Ifsuccess: false, the response lists available properties so you can pick the right one.- GPU emitters expose
get_compiled_hlslresults only whensimTarget == GPU. CPU emitters return a note explaining no HLSL is available.