Start/Stop Emitting Particle System Component
I have a UParticleSystemComponent attached to my main actor which leaves behind a trail. I've gotten it working, but I haven't been able to figure out how to make it emit/stop emitting on command, so I can have the trail only show when the character is moving above a certain speed, or when they use their dash.
UParticleSystemComponent.DeactivateSystem() and ActivateSystem() don't work in this regard, as far as I can tell. Pausing my game after DeactivateSystem() has been called and looking at my actor shows the particle system component gone.
asked Jan 13 '15 at 05:31 AM in C++ Programming
Nevermind. Turned out I needed to use ActivateSystem(true) to make it work, where the default value when calling ActivateSystem() is false.
Edit: I ran into some issues with activate/deactivate methods when I would call activate() when the system was already active. Doing so would deactivate the system. I've since starting using the public variable "bSupressSpawning" and it's been working much better.
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