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Particle System Component In Unreal Editor

Components are basic building blocks that use data and logic to build your game. Use the particle_system_component to add Niagara effects to your level. You can use this component alone to add Niagara effects to your level, or pair it with a mesh component to add realism and depth to your creations.

The particle_system_component is an asset-generated component. It is a component class that is automatically created based on preexisting content in your project, such as a mesh, sound, or particle system asset. These assets may also expose properties that you can modify on the generated component.

Add an asset-generated component to an entity by selecting +Component in the Details panel and navigating to the base class to find the component you want. You can also drag and drop the asset from the Content Browser into the Details panel for your entity. These asset-generated components can also be referenced specifically in your Verse code and appear in your Assets.digest.verse file.

You need to compile the Verse code for your project after you import or create your asset in order to generate the component class.

To add a component to your entity, refer to Working with Entities and Components. The component is listed as particle_system_component, which matches the Verse class for the particle system component. For more information about the Verse API for the component, check out the particle_system_component API reference.

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    Last updated Feb 11, 2026
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    • To add a component to your **entity**, refer to [**Working with Entities and Components**
    • Particle System Component
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