Quick answer: Cross-system: Data Channel. Within-system emitter-to-emitter: Event Handler.
Decide which Niagara messaging primitive fits. Spawned-from-death sparks: Event. Player position broadcast to fog/dust systems: Data Channel.
Decision Matrix
Within one Niagara System:
Source emitter dies, spawn debris in another emitter:
→ Generate Collision Event + Receive Collision Event Reader
Across multiple Niagara Systems:
Player position broadcast to fog, dust, footprints:
→ Niagara Data Channel (NDC)
One-shot game-driven event (BP-triggered spawn):
→ SpawnSystemAtLocation or SetVariable
Picking the right primitive avoids overhead and confusion.
Verifying
Profile with stat Niagara. Tight events lower CPU than NDC for in-system. NDC scales better across many systems.
“Event for in-system. DC for cross-system.”
Related Issues
For NDC reader empty, see NDC empty. For collision event, see collision event.
Right primitive. Cost matches.