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TUNS/Niagara setup

Static-mesh emitter

Add TUNS to an editable GPU Niagara emitter.

1. Prepare the emitter

  1. Create a Niagara System with an editable emitter and a Sprite Renderer. Start with Spawn Burst Instantaneous → Spawn Count = 1,024.
  2. Select Emitter Properties. Choose GPU Compute Sim, enable Local Space, and set Fixed Bounds large enough to contain the mesh and effect.
  3. Keep Initialize Particle in Particle Spawn. Use a small sprite size, a visible color and enough lifetime to inspect the effect.
Set these emitter properties before adding TUNS.
Set these emitter properties before adding TUNS.
  1. Local Space

    Positions are relative to the Niagara component.

  2. GPU Compute Sim

    TUNS sampling runs on the GPU.

  3. Fixed Bounds

    Include the full mesh and any particle movement.

2. Connect the baked surface

  1. Create and populate User.BakedSurface with your static bake.
  2. Under Particle Spawn, add TUNS_SampleStaticMesh after Initialize Particle. Search TUNS; enable plugin/library content if it is filtered out.
  3. Bind SamplingData to User.BakedSurface. Start with Seed = 0 and NormalOffset = 0.25.
  4. Remove later location modules that overwrite the position. Compile and save.
TUNS sets the spawn position from the saved static bank.
TUNS sets the spawn position from the saved static bank.
  1. Sampler placement

    After Initialize Particle in Particle Spawn.

  2. SamplingData

    Select User.BakedSurface in the binding menu.

  3. NormalOffset

    Lift the sample slightly off the surface.

3. Place the effect

Match the Niagara component’s position, rotation and scale to the baked mesh. No separate Static Mesh data interface is needed: the bank already stores its positions.

Updated Oct 4, 2026

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