x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

How can I keep GPU particles until lifetime ends when deleting the emitter?

question: What would be the best approach for the following: We are using emitters as projectiles (through c++/Blueprint) and on hit or on end of life we delete the particle. This sadly also causes GPU particles (whom are only around for visual enhancing the main particles) to be removed from the scene instantly. (Even when Kill on deactivate is disabled)

What would be the best approach to make sure the GPU particles stay around until their lifetime is over.

We already plan to use a parameter to make sure there are no new GPU particles being spawned, but we would like to know/learn of any approaches that make sure that the GPU particles burn out on their own.

Thinking about it while writing this.. we could set up the projectile so that it removes the projectile collision on hit/end but we would need the other main particles to end instantly.

Id love to hear thoughts/suggestions :)

Cheers!

Product Version: Not Selected
Tags:
more ▼

asked May 02 '14 at 11:32 PM in Using UE4

avatar image

Luos
9.1k 283 62 328

(comments are locked)
10|2000 characters needed characters left

1 answer: sort voted first

Instead of destroying your projectile, scale it to zero when it reaches the destination, deactivate your particle system and then allow for sufficient time for your effect to resolve and remove the component.

more ▼

answered May 03 '14 at 02:24 AM

avatar image

[Epic]homeRye STAFF
1.2k 22 3 42

avatar image Luos May 03 '14 at 02:27 PM

hmm.. so you are basically saying that I should put the initial size to a parameter that goes to zero on hit? That is actually quite smart :) thanks Rye!

(comments are locked)
10|2000 characters needed characters left
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question