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In 4.4.3 Acceleration in-game is always world space

Every acceleration node I've tried in cascade, even after disabling 'Always in World Space', continues to calculate the acceleration in World Space when in-game. As far as I can tell this is a bug and there's nothing I'm able to do to resolve it.

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asked Sep 20 '14 at 07:57 AM in Bug Reports

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avatar image Lovecraft_K ♦♦ STAFF Sep 22 '14 at 06:48 PM

Hey SwiftIllusion -

Have you set the Particle System to Use Local Space in the Required Module? Otherwise the whole system will use World Space.

Let me know -

Eric Ketchum

avatar image SwiftIllusion Sep 22 '14 at 11:52 PM

If that is how it's meant to work then it may be that "Initial Velocity" is incorrect. I checked and indeed in the required module it isn't set to use local space, however it was using local space for Initial Velocity with "In World Space" not ticked inside the Initial Velocity module.

avatar image Lovecraft_K ♦♦ STAFF Sep 23 '14 at 05:57 PM

Hey SwiftIllusion -

So one more question when you are setting these parameters are you looking at the running effect in a level, the behavior of the preview window in Cascade can be deceptive sometimes.

Thank You

Eric Ketchum

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Hi SwiftIllusion,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.

Eric Ketchum

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answered Sep 29 '14 at 07:27 PM

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Lovecraft_K ♦♦ STAFF
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avatar image Niberspace Dec 09 '18 at 09:02 PM

Thanks Eric, that helped me, I too was confused, assumed that turning off "Always In Worldspace" would have been enough but now I understand what that wording means.

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