[bug]Immediately Particle disappear problem

Hi, i try create effects from vehicle wheels, so if vehicle on ground i spawn ground particle if on water i spawn water particle and etc., but i have a problem!!! my particles Immediately disappearing when i change one particle template on another — this is bug?

UP!!!

UP!!!

UP!!!

Zip -

Can you post a sample of what particle systems you are using in your setup and please let us know if you are using a standard vehicle project for this blueprint? Currently there is not enough information to diagnose any issue here.

Thank You

Eric Ketchum

hi,i try start from standard vehicle template and then go forward and add new feature… i think later i can check this problem with simple BP and particle system from starter content and post here, but try to ask, how you think when i do change(with standard bp node, nothing special here) particle template — previous spawned particles must disappear immediately or not? i think this question for engine inside process and maybe this is not a bug ?

Hi zip -

What is the lifetime of your particle?
What is the spawn rate of the particle system, or is it burst?
Do you have Kill on Deactivate checked true?
Is it using Local space (checked in Required Module)?
How often you have calling the hit?

It looks like your variable is the same no matter what Template you have, if that’s the case then you will replace the template on each hit call which will kill and eliminate the previous template. Try using Spawn Emitter instead of Set Template.

Hopefully that helps you out

hi i try to spawn particles with destroy on end play for every frame but i think its VERY VERY expensive(and for test i do this only for one wheel…), but when i have just 4 emitters and they just emmit dust(they always enable and disable/change only when my vehicle move on another material or fly) from wheels this being more efficient!!! so i want ask this is bug when i change my template(with particles) or its UE “feature”??

PS i recreate this problem(and its happen with any particle system) in blank project with starter content particles so you can take a look(just stay on left cube and you see that particle system change immediately, then stay on middle cube and you see the same, but if you stay on left cube you see how particles activate deactivate with smooth so i need same smooth affect but with change template!!!)

here project
https://drive.google.com/file/d/0B7LS30ZkTf_VSXlMNGhnSnU1NjQ/view?usp=sharing

Hi Zip -

The issue is that deactivating stops the particle system from producing more sprites but does not eliminate the existing sprites. They live out their predetermined lifespan. When you destroy a system, all particles of that system are destroyed as well. This is the abrupt change you see versus the smooth change with activating and deactivating the systems.

You also may need to look at Burst Particles instead of Spawned Particles. Burst Particles when activated produce a set number of sprites on each Emitter Duration and no more. Using those and activating and deactivating the particle system instead of destroying it and spawning it each time can both help with performance and easy of control.

Eric Ketchum

thx for reply, but maybe i can see example\tutorial with your method some where?

Don’t mean to necro this, but I was running into this when messing with projectiles and didn’t find anybody posting an example of this.

In your Projectile or any BP, instead of immediately destroying the actor, disable visibility or destroy any individual components you want to disappear. Then do a “Get Num Active Particles” check and destroy the actor when that reaches 0.

Hope that helps anybody in the future.

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