Unreal Engine Fire Propagation with Niagara Data Channels @CodeLikeMe
Unreal Engine Fire Propagation with Niagara Data Channels  @CodeLikeMe
Uploaded December 2025 | Updated September 2026, 2 weeks ago
Project Files: patreon.com/posts/146201960 .
Here is a demonstration of fire propagation system updated into unreal engine 5.6 and integrated Niagara data channels for improved performance of the fire propagation system. Now instead of spawning multiple particle systems, NDCs will be used to spawn fire particles.
This fire propagation system allows you to use a Flamethrower fire and burn grasses and trees. Fire can spread realistically across grasses and trees. Trees can also catch fire from burning grasses and adjacent trees in contact with them. Fire can spread only to the grass areas and trees, not to soil areas on the landscape. Burnt surfaces will be visible throughout the gameplay once grasses or trees are burnt. The burnt surfaces on grassland and tree leaves make use of Runtime Virtual Textures.

Features:
- Customizable Flamethrower
- Flamethrower Particle System made in Niagara
- Impact effect of the Flamethrower with Grasses and Trees
- Customizable Fire Propagation across Grasses and Trees
- Fire can propagate from grass to trees
- Fire can propagate between adjacent trees
- Configurable Fire Propagation Distance and Interval
- Burnt Grassland surfaces
- Smooth reduction of grassesโ€™ and tree leavesโ€™ blades when burning with fire
- Customizable Burnt Decal on Trees
- Configurable Delays on Every Interaction of the Flame from Flamethrower
- 3 Tree Samples with customized Simple Collisions
- 1 Grass Sample
- 1 Grassland Level Map with FPS Game Mode

Tutorial: youtu.be/dnGge9algcc


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Unreal Engine Fire Propagation with Niagara Data Channels

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