spawn_niagara_component
Spawns a Niagara System in the editor world as a persistent component, returning owner and component names so later parameter calls can target it.
Instructions
Spawns a Niagara System as a persistent UNiagaraComponent in the editor world. Spawns via UNiagaraFunctionLibrary::SpawnSystemAtLocation with bAutoDestroy disabled so the component persists for follow-up parameter calls. The owner actor can later be targeted by either its internal object name (owner_actor_name) or its editor label (owner_actor_label).
Returns: { system_path: string, component_name: string, owner_actor_name: string, owner_actor_label: string, is_registered: bool, is_active: bool, location: [number, number, number] }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| location | No | World location [X, Y, Z]. | |
| rotation | No | PREFERRED: the OBJECT {"roll":R,"pitch":P,"yaw":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. Optional [pitch, yaw, roll]; defaults to identity | |
| actor_label | No | Optional desired editor label for the owner actor | |
| system_path | Yes | Asset path of the Niagara System to spawn (e.g. /Game/MyGame/NS_Example) |