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Attach 2 instances of particle to 2 different sockets?

Hello all,

I've got this Gargoyle Character that has 2 sockets. 1 socket at the left hand palm, and 1 socket for the right hand palm.

I also have a fire particle that I want to spawn and attach to each of those sockets. So I use Spawn Emitter Attached.

The problem is that the particle in the left hand spawns fine and is normal size, but the right hand particle spawn is not the normal size. It's visible, but its VERY thin. You can only see it if you are very very close to the Gargoyle.

I don't understand why this is happening. Is this a bug or something? Please help. See attached picture.

Thank you

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asked Jan 16 '15 at 10:00 PM in Blueprint Scripting

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avatar image Lovecraft_K ♦♦ STAFF Jan 16 '15 at 10:44 PM

Hey JGrady1206 -

Have you done any scaling with the Sockets either in the model or in the Blueprint (Construction or Runtime)? Is the behavior the same with all particles systems that are spawned by these nodes?

Let me know -

Eric Ketchum

avatar image JGrady1206 Jan 17 '15 at 12:31 AM

Eric, Yes that's right. The scaling for both sockets is 1.0,1.0,1.0.

I tried spawning a different particle and the behavior is different actually. With the second particle the left hand one spawns fine, but the right one doesn't spawn at all until after a second anim notify. Then it appears. I want both particles to appear in the hands on an anim notify, and then on a second anim notify I want to make them disappear. This is basically like a charge up effect in the gargoyle's hands.

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Hey -

Try attaching the particle systems to your skeleton from the beginning and leaving them off (uncheck auto-activate) instead of spawning them then use the Activate and Deactivate commands keyed to your animnotify event call.

Let me know if this works for you -

Eric Ketchum

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answered Jan 19 '15 at 07:53 PM

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Lovecraft_K ♦♦ STAFF
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avatar image JGrady1206 Jan 19 '15 at 08:26 PM

Eric - How can I attach the particles from the beginning? Is there a way to add them to the sockets on the skeletal mesh? You're saying to do this outside of blueprinting right? Sorry, I do not understand the first part of what you're saying.

avatar image Lovecraft_K ♦♦ STAFF Jan 20 '15 at 10:13 PM

Hey -

Do it directly in your character blueprint instead of your AnimBlueprint. Use a Custom Notifier to cast to your character BP to control the Spawning and activating and deactivating as necessary.

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