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DNA Anim Notify

DNA - Anim Notify (Dynamic Niagara for Animation)

The DNA - Anim Notify allows you to spawn Niagara particle systems directly from animation montages with dynamic parameter overrides and gameplay tag integration.

Configuration

  • Disable: Disable the notify and the spawn of the Niagara System
  • Custom Name: Name written in the Animation Editor timeline (if empty: Auto generated name based on the Niagara System name)
Default Settings

Configuration Mode

The notify supports three configuration modes that determine how parameter overrides are applied:

  • Direct Configuration: Parameters are configured directly within the notify
  • Data Asset: Parameters are loaded from a reusable configuration data asset
  • Hybrid: Combines both data asset and direct configuration with priority-based merging

🔗 Read the complete Configuration Mode documentation here

Default Settings

Direct Configuration

Niagara System

  • Niagara System: The particle system to spawn

Base Parameter Overrides

Add parameter overrides to customize the effect:

  • Parameter Name: Target parameter (auto-discovered from the Niagara system)
  • Priority: Higher values win when multiple sources override the same parameter (0-1000) - Can happen with Gameplay Tag Overrides and/or Hybrid configuration
  • Parameter Type: Automatically detected (Float, Vector, Color, Bool, Int)
  • Value: The override value based on parameter type
DNA Anim Notify - Base Parameter Overrides

Gameplay Tag Overrides

Define parameter modifications based on active gameplay tags:

  • Gameplay Tag: The tag that triggers this override
  • Parameter Overrides: List of parameter modifications
DNA Anim Notify - Gameplay Tag Overrides

Export Direct Configuration

Export your Direct Configuration to a re-usable Data Asset file in one click. After the Data Asset creation, this will cleanup the direct configuration and switch the configuration mode to "Data Asset"

DNA Anim Notify - Create Data Asset

Data Asset Configuration

Configuration Data Asset

  • Configuration Data Asset: Reference to a UDNAConfigurationDataAsset

Note: The configuration present in the Data Asset file is only applied if the configuration mode is "Data Asset" or "Hybrid"

Import from Data Asset

This button will copy the configuration of the Data Asset file into the Direct Configuration.


Attachment Settings

Attachment Behavior

  • Attach to Mesh: Whether to attach the effect to the skeletal mesh or spawn in world space
  • Attach Location Type: How attachment behaves (Keep World Position, Keep Relative Offset, Snap to Target)

Reference Point

  • Use Root as Reference: Use the character's root transform instead of a specific socket - This parameter is a safeguard in case the Socket Name is not "None"
  • Socket Name: Specific bone/socket to attach to (disabled when using root)

Transform

  • Offset: Position, rotation, and scale offset from the reference point

Lifecycle

Auto Destruction

  • Auto Destroy: Whether the Niagara component destroys itself when the effect finishes

⚠️ Note: Disable auto-destroy for effects that need manual control or persistent behavior.


Gameplay Integration

Listener Registration

  • Register with Listener: Automatically register with UDNAListenerComponent for gameplay tag integration

Note: If you are using Gameplay Tag Overrides, you want this parameter to be true.


Preview System

Editor Preview

  • Enable Tag Preview: Simulate gameplay tags in the animation editor
  • Preview Gameplay Tags: Tags to simulate for testing contextual overrides

Priority System

When multiple sources try to override the same parameter, the priority value on each parameter override determines the winner.

This is essential when you are using Hybrid Configuration mode or when you have multiple Gameplay Tag overrides that can override the same parameter.