Particle system active state issue?

Hi,

I have found strange behavior of particle system component. With this setup (you can see it on screen), particle system actually becomes inactive if actor with it spend set time duration “outside of screen”. But if I call “IsActive” function - it’s returning True state (which is wrong). Furthermore, trying to set Particle system to Active state doing nothing (maybe because function checks isActive flag first?).

If in this case call SetActive (false) and then call SetActive(true), it seems to “reset” buggy flat to its “right” state with actual particle system state.

Hi Airuen,

I’ve set up a simple test scene and I’m not seeing the same results on my end. Are you able to provide a simple test project that reproduces this can that I can have a look at?

Perhaps there is something in your simple setup that I’m missing.

Thank you!

Tim

Hi Tim,

Thank you for response.

Here is default project that I made to recreate the problem: https://dl.dropboxusercontent.com/u/20084500/PSystemTest.rar

logic set in BP_TestActor

And here I recorded a video what is wrong:


It’s occur not only with ribbon, but with standard emitter too.

Thank you, I didn’t quite have it setup the same as you.

I’ve entered UE-24895 for this particular issue. Once there is an update or anything to report I’ll post back here.