How can particles inherite the velocity of the owning (particle system) component?

As it seems the particles don’t start of with the velocity of the owning particle system component (which is owned by an pawn or actor).

How to do that?
Is this currently possible?
If not, can this feature please be added?

Hey qox -

You can have the emitter’s velocity (which is would already have if attached to a moving actor) to an individual particle through the Inherit Parent Velocity module which functions as a scaling module and defaults to a Constant 1,1,1.

Thank You

Ketchum

Hi

Does Inherit Velocity work with mesh datatypes as well?
I’ve got a bullet casing eject emitter that moves with my actor, but adding an Inherit Parent Velocity has no effect.

The emitter has use local space disabled and is set to PSA Velocity.

I have gotten Inherit Velocity to work on other normal particle emitters, but then on another one it simply wouldn’t work, either.

Are there specific variables I really need to look out for that I may be missing?

Cheers

Hi SpaceSandwich -

Yes, the Inherit Parent Velocity works with Mesh Emitters. What behavior is your system experiencing? It sounds from your brief description that you may not be applying enough velocity to the emitter. Try turning on the Local Space Option if you have the emitter in your character / actor blueprint.

Thank You

Ketchum

Hey , thanks for the reply

I found the issue.
It has to do with looping. If I set loops to 1 (which is necessary because it’s a one shot deal) then it won’t inherit velocity from the actor.
But if I set looping to 2 or more, all but the first instance inherit parent velocity just fine.
So it’s got something to do with how looping works, with the first instance of the emitter not being affected by parent velocity.
Not sure if I’m missing a variable somewhere or if this is a bug.
Could you maybe try to reproduce it if you have time?

As for enabling local space, I’m a bit confused, because that function completely attaches the effect to the actor. Surely I want that disabled?

Hi SpaceSandwich -

Ignoring my Local Space comment as I misunderstood how you had this setup, are you spawning an emitter attached at a point when your gun fires or are you activating an emitter component?

Thank You

Ketchum

Hey

I had it spawning as attached.
Now that I changed it to a component in the blueprint and am activating it, the thing works like a charm. Velocity is inherited.

Thanks!