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TUNS/Niagara setup

Skeletal-mesh emitter

Sample the matching skeletal mesh’s skinned surface.

1. Add the skeletal sampler

  1. Bake the exact skeletal mesh used by your actor. TUNS uses its LOD 0 geometry and the chosen UV channel.
  2. Prepare a GPU emitter with a spawn count, initialization, fixed bounds and a renderer, as shown in the emitter setup.
  3. Add TUNS_SampleSkeletalMesh after Initialize Particle in Particle Spawn.
  4. Bind SamplingData to a BakedSurface user parameter containing the skeletal bake.
The skeletal sampler needs both a bank and a matching animated mesh.
The skeletal sampler needs both a bank and a matching animated mesh.
  1. Particle Spawn

    Samples the current animated pose when each particle is born.

  2. SamplingData

    Select the skeletal bake input.

  3. Mesh

    Use TUNS Skeletal Mesh (GPU).

2. Set the mesh source

  1. Expand Mesh. Set Source Mode = Attach Parent.
  2. Set Preview Mesh to the matching skeletal mesh, and keep Whole Mesh LOD = 0.
  3. Start with Seed = 0 and a small NormalOffset, such as 0.25.
The preview mesh is for the Niagara editor; the attached component supplies the runtime pose.
The preview mesh is for the Niagara editor; the attached component supplies the runtime pose.
  1. Attach Parent

    Use the parent Skeletal Mesh Component.

  2. Preview Mesh

    Choose the same mesh used by the bake.

  3. Whole Mesh LOD

    Keep 0 to match the bank’s triangle indices.

3. Attach Niagara to the actor

  1. Open the actor Blueprint. Add or select its Skeletal Mesh Component and assign the matching mesh.
  2. Add a Niagara Component and drag it beneath the Skeletal Mesh Component in the Components tree. Assign your Niagara System.
  3. For a local-space effect, reset the Niagara component’s relative location and rotation to zero and scale to 1. Compile, save and test Play with an animation.
Example component names: AnimatedMesh is the parent; SurfaceParticles is its Niagara child.
Example component names: AnimatedMesh is the parent; SurfaceParticles is its Niagara child.
  1. AnimatedMesh

    The Skeletal Mesh Component playing the animation.

  2. SurfaceParticles

    Attach the Niagara component here.

For surface attachment, continue with Follow an animated mesh. A shared skeleton alone is not enough: the mesh geometry and triangle topology must match the bake.

Updated Oct 4, 2026

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