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 :slight_smile:

Cheers!

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.

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 :slight_smile: thanks Rye!