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Send numbers to materials and Niagara

Use checked Packed adapters without treating graphics data as an authoritative balance.

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Choose Packed at the graphics boundary

Packed uses a float mantissa and int32 exponent. Conversion can lose precision or reject a value outside its range. Keep gameplay balances in the ordinary or Safe representation.

Prepare the material input

  1. Create Make Number with Base 1.25 and Exponent 3.
  2. Pass it to Try To Packed Number and branch on success.
  3. Feed Out Packed to Try Packed To Material Vector and check success again.
  4. Set a Vector Parameter named ScientificValue on your dynamic material instance using Out Value.
  5. In the material, read R as mantissa and G as exponent. For a bounded diagnostic swatch, scale the channels before connecting them to Emissive Color.
Expected result

The transported channels contain 1.25 and 3. An exponent of 16777217 cannot be represented exactly as a float and is rejected by the checked material adapter.

Prepare Niagara parameters

Use Try Packed To Niagara Parameters. Create User.ScientificBase as Float and User.ScientificExponent as Int32 in the Niagara System. Set these from Out Base and Out Exponent on its component, then explicitly consume them in the effect’s modules.

For a visible check, use the mantissa to control a bounded sprite size. Changing 1.25 to 2.5 should double that input. Setting a parameter on an empty component does not prove a particle system consumed it.

Validate the rendered effect

Run with a real renderer and inspect the effect at the scales your game uses. Do not reconstruct an enormous exponent as an ordinary shader float and assume it remains finite. Numeric adapter tests and NullRHI runs do not validate particle rendering.

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Scientific Number Tools 1.0.0 · Source documentation ·