Controlling Particle Position from Blueprints
My need is to spawn a large number of particles at known locations in space. Before the emitter starts, I have an array of vectors for the location of each particle. Like a point cloud. I want to be able to both set the initial location of each individual particle, as well as control it's movement.
My latest attempt was to create my own particle module in C++ deriving from UParticleModuleLocationBase. This would work, except for the linking error because the base class is MinimalAPI. When I attempt to compile, I'll get unresolved symbols in UParticleModule. Looking at other solutions to similar issues, a solution seems to be to modify the engine code and recompile the engine from source. If there is another more elegant solution, I'd prefer that.
Any suggestions for tackling this problem?
asked Jan 07 '16 at 02:58 AM in Blueprint Scripting
Follow this question
Once you sign in you will be able to subscribe for any updates here