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Toggling visibility on particle systems

I have been trying to toggle the visibility of the standard Fire Particle System by having a trigger box that collides with the player to turn on the Fire. However I cannot get the fire to turn on. If I use the Destroy Actor node I can have the fire go from on to destroyed quickly, but I want the reverse of that.

The blueprint I have below shows my destroy actor blueprint.

Any tips?

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asked Jan 23 '15 at 08:57 PM in Blueprint Scripting

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Pinchinator13
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Is your fire particle effect a Component in this blueprint? If so, there's a couple properties you could play around with:

  • If you want the fire to simply be hidden and pop into view upon this collision, turn off "Visible" under Rendering in the Component tab. Back on the Graph, find the particle system in the variable list and ctrl-drag a copy into your blueprint. Pull off from the blue pin and type "Set Visibility" to find the function that controls it's visibility.

  • If you want the fire to build up like you see it when you first play the effect, turn off "Auto Activate" under Activation in the Component tab. Back on the Graph, ctrl-drag a copy the particle system into your blueprint. Pull off from the blue pin and type "Set Active" to find the function that will play the effect from scratch.

If the particle system is not a Component in this blueprint, another option would be to add the function "Spawn Emitter at Location" next to your Overlap event. Find the fire effect in the Emitter Template field, and feed it the location of this blueprint actor or maybe the location of the "Other Actor" pin from the Overlap event - however you want to line it up.

Maybe you'll want to test "Other Actor" too to make sure its the player colliding with it and not just any other random actor.

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answered Jan 23 '15 at 11:54 PM

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1l2Hawk
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