How to keep attached ParticleSystemComponent alive when LifeSpanExpires of Actor?

Hi,

At the moment i’m doing something like:

LifeSpanExpired()
{
    // Deactivate all stuff
    // timer to Cleanup Function
}

Cleanup()
{
    Super::LifeSpanExpired()
}

this is very ugly. So I was experimenting with ParticleComponent->DetachFromParent(true), but this didn;t work.
Should i just add the ParticleComponent to the Set of Objects in the level?
What would you do?

ah what i want to achieve… is that when the actor holding the particleComponent gets destroyed, the particleComponent is deactivated but this means the particles fade out and don;t get cut… (hope you know what i mean).

I could just SpawnEmitterAtLocation. But the Component should move with the actor.

thanks :slight_smile:

Hey Dan -

I have helped another user with this problem using blueprints and we solved it by making the Particle System a solo Blueprint, an actor, and then attach the new emitter actor to the moving actor. You should now be able to destroy the moving actor without effecting the emitter actor.

Thank You

Eric Ketchum