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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.

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asked Jan 13 '15 at 05:31 AM in C++ Programming

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Slowmanrunning
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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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answered Jan 13 '15 at 06:39 AM

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Slowmanrunning
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avatar image TorQueMoD Oct 24 '17 at 09:01 PM

Could you clarify exactly what you did to get this to work. I'm trying to create the exact same effect where I have a particle emitter activate when the player is moving and deactivate when they're stopped. I looked under the Required node on the particle system and couldn't find anything about ActivateSystem

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