Niagara System blueprint deactivate/destroy?

Hey everyone,

I recently started trying to implement Niagara FX and ran into a problem.
I’m not sure if this is a problem when how I’m trying to implement my FX, but when I try to deactivate or destroy my component it doesn’t seem to behave the same as with cascade.

First of all the ‘Destroy Component’ node doesn’t even seem to do anything.

Secondly the ‘Deactivate’ node seems to be acting the same as the destroy one.

So am I doing something wrong? Is there a node I’m not aware of? Or is this some sort of Niagara quirk?

Thank you!

I had the same issue just few days ago and what I did was:
Create a user variable in the Niagara emitter linked to the Particles.Lifetime (User.Particles.Lifetime) and then set this Niagara Variable (Float) to Zero in Blueprint to deactivate it.
Not sure if there is another option to really destroy Niagara emitter (for performance reasons…to release it completely from memory).

Did you fond a solution ? I didn’t find a better “solution” than Alhamra…

Hello there!

I just looked into this and thought I’d put my findings here in case somebody else finds this thread.

In the ‘System State’ section and the ‘Emitter state’ section, there is an option called ‘Inactive Response’. As long as this value is not ‘Continue’, the system will die after doing its job.
If the system or emitters are set to spawn infinitely, the ‘Inactive Response’ is set to kill it if particles cannot spawn. By using the ‘Deactivate’ node, the system cannot spawn particles, and thus it will be automaticaly killed.

I hope my explanations are clear enough!

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I would like to add on to this as I found this helpful, but confused with which settings need to be set.

You want to set it on all the emitters inside the system not just the system state as it wouldn’t work for me till I set it on the emitters.

But thank you again this was very helpful in helping me track down what I needed to do!

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Very Helpful indeed. I am not sure why content makers would make NPS set with infinite set. Adding pics for the visual people like me.
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Well, in my case for example, I have a vehicle that starts to emit smoke and later fire after a certain amount of received damage. But once the vehicle is destroyed and respawns, the niagara system should be deactivated by deactivating the actor. Yet I cannot deactivate the actor, since it’s the player character. So even after respawn the NPS just keeps firing.

Any idea on how to get rid of the NPS would be appreciated.

Here is one way of setting up an emitter variable:

You can use the deactivate node:
image

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Also to destroy it SetAutoDestroy or DestroyComponent