Referencing dynamic alpha and scale from emitter for another emitter

Heyo! I’m trying to create rubble flying out of cracks and I’ve set up an emitter already for the crack decal effect in Niagara. Is there a way for me to reference the opacity to drive where the rubble spawns?
This would need to take into account the crack particles size as it scales at the start and the opacity of the material.


There are multiple ways to do this.
You can try sampling the crack texture directly and then spawn from it. You will just need to make sure that the texture UVs / Size / Rotation matches your crack-decal.
There is an example of texture sampling in the content examples ‘Niagara’ level.

Another way of doing it is by sampling the GBuffer, shown in this tutorial: