The effect is basically a meteor shower, several (15-30) meshes with some other particles around them hitting the ground causing damage in a small area around them and spawning some impact particles. This can of course be done in BP, but I figured it would be cleaner to do it in Niagara (instead of spawning several meshes and Niagara particle systems via BP). Mind you I don’t intend to run much collision logic via Niagara, just reading the hit event from the particle impacting the ground would be enough, I will then sphere trace around that point in BP to see if anything is inside of the damage radius.
I understand it’s not exactly conventional use, but Niagara does seem to include quite a lot of options for determinism, so I think some attention was paid to particle-driven gameplay effects. Even if BP does turn out to be the way to go for this specific case, I’m still interested in knowing if/how it’s possible to get data from Niagara to BP, I feel like it would be something with a lot of use cases.