Contextual Effects (Gameplay Tag Overrides)
Contextual Effects allow Niagara parameters to dynamically change based on gameplay tags active on your character. This creates responsive visual effects that adapt to game state, weather, power levels, and other dynamic conditions.
Overview
What Are Contextual Effects?
Instead of static particle effects, contextual effects respond to your game's state:
Example: Magic Spell
Base Effect: Blue particles, medium intensity
+ "Player.PowerLevel.Max" tag → Change the color to Red, High intensity
+ "Environment.Weather.Storm" tag → Additional Lightning effects
+ Both tags active → Red lightning, maximum intensity
Prerequisites
Listener Component Setup
Your character must have a DNA - Listener Component attached to use gameplay tag overrides. This component:
- Manages active gameplay tags on the character
- Automatically applies parameter overrides when tags change
- Handles effect registration and cleanup
💡 Setup: Add the component to your character blueprint.

** Manage tags**: Add/Remove tags using the DNA Listener functions

Note: You can create a child Listener Component to get custom tag management that fits your game needs, some examples :
Setting Up Gameplay Tag Overrides
Step 1: Define Your Gameplay Tags
First, create the gameplay tags you'll use for contextual effects:
Example Tag Hierarchy:
Player
├── PowerLevel
│ ├── Low
│ ├── Medium
│ ├── High
│ └── Max
├── State
│ ├── Burning
│ ├── Frozen
│ └── Poisoned
├── Element
│ ├── Fire
│ ├── Water
│ └── Poison
└── Combat
├── InCombat
└── Stealth
Step 2: Configure Gameplay Tag Overrides
Add gameplay tag overrides to your configuration (Data Asset or Direct Configuration):
In Data Assets:
- Open your
UDNAConfigurationDataAsset
- Expand Contextual Overrides > Gameplay Tag Overrides section
- Add entries to Gameplay Tag Overrides array
Note : Add your parameter overrides in "Parameter Overrides" if you will use this system with Anim Notify, and in "Anim State Overrides" if you will use it with Anim Notify State

In Direct Configuration:
- Select your DNA Anim Notify/State
- Expand Direct Configuration → Contextual Overrides
- Add entries to Gameplay Tag Overrides array
Step 3: Configure Individual Overrides
For each gameplay tag override:
Basic Settings:
- Gameplay Tag: The tag that triggers this override
Parameter Overrides:
- Parameter Overrides: For Anim Notify (instant effects)
- Anim State Overrides: For Anim Notify State (curve-based effects)
Example: Power Level Override
Gameplay Tag: "Player.PowerLevel.Max"
Priority: 100
Parameter Overrides:
├── Spell_Intensity: 3.0 (was 1.0)
├── Particle_Color: Red (was Blue)
└── Glow_Radius: 5.0 (was 2.0)
Step 4: Integrate with Gameplay
In your gameplay code or in Blueprint, update tags:
// Player power level changed
PlayerListenerComponent->UpdateGameplayTags(NewPowerTags); // Replace all active tags by "NewPowerTags"
// Environmental change
PlayerListenerComponent->AddGameplayTags(WeatherTags); // Append WeatherTags in active tags
// Change level tag
FGameplayTagContainer LevelTags = FGameplayTagContainer::CreateFromArray({
FGameplayTag::RequestGameplayTag("Player.PowerLevel")
});
PlayerListenerComponent->RemoveGameplayTags(LevelTags, EGameplayTagRemovalMode::WithDescendants); // Remove Player.PowerLevel tag and all descendants
FGameplayTagContainer NewLevelTag = FGameplayTagContainer::CreateFromArray({
FGameplayTag::RequestGameplayTag("Player.PowerLevel.Max")
});
PlayerListenerComponent->AddGameplayTags(NewLevelTag); // Append NewLevelTag in active tags

Priority Resolution System
You can set a priority for each Base Override, and each Gameplay Tag Override. The way it works is:
- Before spawning the Niagara System, it lists all the overrides that can be applied (filtering with active Gameplay Tags)
- Only keeps the highest priority one for each distinct "Parameter Name" in the list
- Applies the parameter overrides
Preview and Testing
Editor Preview System
Test contextual effects without entering play mode:
For Individual Notifies:
- Select your DNA Anim Notify/State
- Expand Preview section
- Enable Enable Tag Preview
- Add tags to Preview Gameplay Tags
- Preview automatically updates

Debug Tools and Monitoring
Console Debug Command
Use the built-in debug system to monitor active effects:
Enable Debug Display:
ShowDebug DNA
Debug Information Shows:
- Active Listeners: Number of components monitoring tags
- Active Gameplay Tags: Current tags per character
- Active Effects: Spawned Niagara systems and their status

Troubleshooting
Common Issues
Q: My gameplay tag overrides aren't applying
Check:
1. Listener component is attached to character
2. Gameplay tags are correctly set on listener
3. Tag names match exactly (case-sensitive)
4. Priority conflicts aren't blocking override
5. Use "ShowDebug DNA" to verify active tags
Q: Multiple overrides conflict unexpectedly
Solution:
1. Check priority values (higher = applied override)
2. Verify source priority if tie-break: Tags > Direct > Data Asset
3. Avoid identical priority values
4. Use debug logging to trace resolution
Q: Preview isn't working in editor
Verify:
1. "Enable Tag Preview" is checked
2. Preview tags are properly set
3. Parameter names exist in Niagara system
4. Try to close the Montage/Sequence, and re-open it
Q: Performance issues with many active effects
Optimize:
1. Enable auto-cleanup on listener component
2. Reduce cleanup interval for faster cleanup
3. Monitor debug display for invalid effects
Debug Workflow
Systematic debugging approach:
-
Enable Debug Display
ShowDebug DNA
-
Verify Tag State
- Check active tags are correct
- Confirm listener component is functioning
-
Test Individual Overrides
- Preview one tag at a time
- Verify each override applies correctly
-
Test Combinations
- Add tags incrementally
- Monitor priority resolution
-
Performance Check
- Monitor effect count
- Check cleanup frequency
- Verify no memory leaks
This systematic approach will help you identify and resolve most contextual effect issues efficiently.