Using Niagara to sample a second UV channel of a mesh

I have another update on this, we revisited this setup, and I got it working using UV1, and I don’t know why I didn’t see this before but, the answer was sitting right in front of me the whole time! In the sampling section (not the UV Mapping Section), you can choose a different UV set, it says that is for sampling vertices and tris, but does indeed swap your UV index for use with the sample texture node.

image

And here is how I am using a variable form a blueprint to sweep through the sampled texture channel to spawn particle form that area, works a treat, I have omitted the texture and texture name due to NDA.

I’m also using a lerp to remap the values being spat out of the blueprint to work with the texture being used.