This one's for when you're wiring up Niagara particle systems from C++ in Unreal Engine. It covers the practical stuff: spawning effects at world locations or attached to sockets, setting User parameters at runtime (colors, vectors, scalars), binding data interfaces like SkeletalMesh or StaticMesh, and hooking into the OnSystemFinished delegate when you need completion callbacks. The context check is smart, it reminds you to verify the Niagara plugin is enabled and your Build.cs dependencies are set before you start writing code. Includes separate reference files for parameter type mapping and a data interface catalog, which saves you from hunting through engine docs when you just need to know if GPU sim supports a particular DI.
npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-niagara-effects