UE5.5 Niagara — How can I keep animated smoke close to a moving skeletal mesh without using Local Space?

Hello !

Hello I hope I can get some help, I’m creating a black and purple shadow aura for an animated monster in Unreal Engine 5.5.

The Niagara system is attached to the character Blueprint and contains three emitters. The particles are spawned using Skeletal Mesh Location with triangle surface sampling.

When the monster moves, the world-space smoke stays behind and creates a very long trail. Enabling Local Space keeps the effect attached, but makes the smoke movement look too rigid.

I would like the smoke to:

  • remain close to the animated body;
  • follow the character’s general movement;
  • retain some soft secondary motion;
  • create only a very short trail;
  • continue sampling the deformed skeletal mesh.

Would Mesh Reproduction Sprites be appropriate for the closest layer? For the other emitters, should I use inherited owner velocity, an attraction force, or another method to constrain particles near the animated mesh?

I used smoke design but probably this is not the best way, in my mind I imagine like fire on all the monster but in shadow style, if someone has some tips ot video maybe.

Thank you!