Step 4: Cascade to Niagara (cascade)
Converts Cascade particle systems to Niagara and repoints the project to the converted systems.
:::info Editor UI required
The engine's converter drives Niagara editor views, so this step needs the full editor. It does not run inside
the commandlet; for unattended runs use UnrealEditor.exe with -ExecCmds (see Headless).
:::
Done automatically
- Every
ParticleSystemis converted with the engine's Cascade To Niagara Converter into a Niagara system named<Name>_Converted, next to the original. - References are replaced with the converted system:
- particle components in Blueprint component trees;
SpawnEmitterAtLocation/SpawnEmitterAttachednodes becomeSpawnSystemAtLocation/SpawnSystemAttached;- Play Particle Effect and Timed Particle Effect anim notifies become their Niagara counterparts;
- Emitter actors placed in maps become Niagara actors.
The original Cascade assets are kept.
Reported for you
- Cascade modules the converter does not support (Manual).
- Systems whose conversion has no renderer (typically trails and beams): references keep the Cascade system and a Warning is written.
- References the step cannot replace, such as custom anim notifies or Level Sequences that point at a particle system (Warning). Cascade still runs in 5.8, so these keep working until you replace them.
Rule tables
cascade.json: the _Converted suffix and the two call replacements with their pin maps:
| 4.27 call | 5.8 call | Pins renamed |
|---|---|---|
GameplayStatics.SpawnEmitterAtLocation | NiagaraFunctionLibrary.SpawnSystemAtLocation | EmitterTemplate to SystemTemplate, bAutoActivateSystem to bAutoActivate |
GameplayStatics.SpawnEmitterAttached | NiagaraFunctionLibrary.SpawnSystemAttached | EmitterTemplate to SystemTemplate |
Examples
From the Action RPG case study:
P_FireBall_Strongconverted toP_FireBall_Strong_Converted.- A custom Trail notify on a sword swing animation is reported: "Replace it with a Niagara-based notify (ribbon renderer for trails) using the converted system."