Quick answer: Enable Local Space on the emitter and drive size via a scaled user parameter, or feed the component scale into a dynamic input so spawn size and velocity scale together.
Niagara does not bake the owning component's scale into its simulation by default. Reading the scale into the system and applying it to size and velocity makes the effect match the actor. Here is how.
How to fix it
1. Enable Local Space
Turn on Local Space on the emitter so particles are positioned relative to the component, which makes them move with the actor; this is the first step toward respecting its transform.
2. Read the component scale
Expose the owner's scale via the Engine.Owner.Scale or a user parameter and multiply spawn position, size, and velocity by it so the whole effect scales uniformly.
3. Scale all relevant attributes
Apply the scale factor to Sprite/Mesh size, Initial Velocity, and any forces. Scaling only position leaves particles the wrong size relative to a resized actor.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.