I wanted to make a niagara effect of an asteroid belt that would rotate around a spinning planet.
The first small step I took was to quickly model multiple asteroids in Blender that I would spawn within the emitter. I would then bring them into Maya where I did a quick UV unwrap.
After finishing the models, I went into Substance Painter where I would quickly work on a planet material using some of the basic default materials and setting it to a tri-planner projection to avoid the pinching effect caused at the end verts of the sphere.
In Unreal Engine, to get the spinning effect for the planet, I plugged in a planner node into the UV inputs of the textures and set the rotation on the Z axis to 0.5.
In total, the Niagara System uses a total of 2 emitters, one focusing on the asteroids that rotate around the planet and the emitter for the planet itself.
Instead of using the standard spawn rate, I used a Spawn Burst Instantaneous for both the planet and the asteroids so that they would immediately appear in the scene instead of randomly popping in. I also had them spawn within a torus shape.
After spawning them, I then added a Vortex Force so that they would rotate and a drag to prevent the asteroids from flying off into space outside of the torus. We wouldn't want them to crash into another planet now, would we?
To adjust the sizes of the asteroids, I used two different scale mesh size's, one for curves and the other with vectors. The vector scales makes sure that the scale of all of the asteroid models are completely randomized between a value of 1 and 5 and the curve vector adjusts the scale of them over time.