Particle Effect movement lag when attached to Socket

[Closed - thanks Dredfort!]

Hi folks,

I’m stumped on a part of a game I’m helping work on, and was wondering if anyone could give me a hand.
For context, the scene of the game I’m developing features the player skydiving. Attached to the player’s first person arms are going to be a few rocket particle effects.
I’ve managed to attach the particle effects of the rockets onto the player’s arms easily enough, but when it comes to the freefall, I notice that the particles system doesn’t seem to update it’s position on the player’s arm every frame, and lags behind a little whenever the player moves. This becomes extremely problematic as the player skydives, as the particles move so far off the body that they aren’t even connected anymore.

For possible solutions, I’ve tried cutting down the lifespan of the particle to 0.01 seconds, as well as parenting cubes to the sockets on the arms, and then on tick updating the positions of the particles to those positions, but both of those game me the same result. What a pain.

Video for clarification of problem:

Video.

Can anyone help me out with trying to get the particles to stay put on the sockets they’re supposed to be attached to?

Hi Chaosian!

If I correctly understand the essence of your problem then you need to put a check box in the Use Local Space node Required.

I hope this will help you.

Hey Dredfort,

It’s not perfect, the particles still lag until I reach terminal velocity, but it’s still a hundred thousand times better than what it was before. Thanks for the help!

Actually, with a slightly altered setup, it doesn’t even do that.
Thanks again!!

Hmm. Try to set EmiterLoops = 1, LifeTime = 1, in Spawn node set Rate = 0, RateScale = 1, Brust List Count = 1, Count Low = -1. I think this is what you need.