Wierd particle physics issue!

The flame thrower works fine unless I place it facing down the Y- axis. If I place it facing the X- axis it shoots a flame stream the way it should…if put facing the Y- axis it shoots a dual flame and the second flame looks like it is being blown that way by wind or something…is there a default wind or physics in the engine? I didn’t set one up. This is what the dual head looks like as best as I could catch it.

Hey GameHatcher -

Can you post a few screenshots of your Particle setup, most importantly the Required Modules details panel, and Can you confirm that you are using 4.7.2?

Thank You

Eric Ketchum

Will do as soon as the update finishes. But yes I am using 4.7.2 and thanks!

The Required Modules are the same for them all. Do you need to see any other module in particular?

Hey GameHatcher -

Try selecting the Use Local Space Option in your Required Modules. After looking at your modules you are not using anything which necessarily needs world space. Try that and let me know if that corrects the issue.

Thank You

Eric Ketchum

Will do right now.

No good. This is a great example of what the issue is though. The Flamethrower at the top of the image is facing the X axis and the flames come out fine…the Flamethrower facing the Y axis as you can see shoots its flame out and its particles a going towards the X axis. Why could this be happening?

Are you using “world space” instead of “local space” in one of the modules? Without seeing each module it seems like one of them may be accelerating in X in world space

Nope. They are all using Local space now…and I am getting the same results.

It’s like there is wind in the level blowing the flames. That’s what it looks like in game…but I have no wind or any other physics volumes set up so I don’t know why it’s doing this!

Still no luck with this…does anyone have any other suggestions? I tried the local space thing and that had no effect on the issue.

Hey GameHatcher -

Lets begin to debug the system. In the level while it is working incorrectly turn off each emitter in Cascade and let me know which one is resulting in the side flame thrower.

Thank You

Eric Ketchum

Will do right now.

The two NON GPU Flame particles. The GPU particles just keep firing straight ahead.

Thanks Eric,
The issue was in the Acceleration/Life of the Non GPU particles…they were set to Always in World Space. Works fine now. However…The Non GPU particles are colliding with the wall as they should be…but the GPU particles are passing through and I have a Collision (Scene Depth) applied. Do GPU particles not have collision? Thanks again!

Hey Eric never mind man I figured out how to get the collision to work on the GPU sprites! Uncheck Local space under the Required Module.