Improve behavior of event overlap vehicle particle trails

So we’ve got a decently complex blueprint system set up to start and stop an emitter and set what effects are used based on the physical material of the surface that a collision volume overlaps, but there’s still some problems that I was wondering if anyone could help with.

The vehicle properly reads the surface beneath it and uses the correct effects and changes effects when the surface changes, it also starts and stops the effects depending on the speed of the vehicle and whether or not it’s actually on the ground. The problem is that when it stops, the effect is killed entirely instead of just deactivating the spawning and waiting until the effect has played through to delete it. This leads to a jarring effect when transitioning between different surfaces or simply stopping the vehicle cause the previous effect disappears and the new one starts up.

Here’s the entire blueprint setup as it is now.

https://photos-4.dropbox.com/t/2/AADxJAvwIGPpYbdPqoS7wUl2eR7BKFscVYJZOe59_Rt3mw/12/85427234/png/32x32/1/_/1/2/vehicle%20effects%20blueprint%20new.PNG/ENOTwUIYgsgEIAIoAg/BY7QMSEvum5fF2ltIel-gNR1GHU25-zRC0TE9THWF-Q?size=1280x960&size_mode=3

https://photos-3.dropbox.com/t/2/AADR5P3TCtMfERQVBwB2bWsQPkS5W697tC04OijJ8hii9w/12/85427234/png/32x32/1/_/1/2/vehicle%20effects%20blueprint%20on%20overlap%20speed%20check.PNG/ENOTwUIYgsgEIAIoAg/heh6Fu3g1aAWd0QtRpaspTWTue6yDp_IrXXsE56m9c4?size_mode=5

https://photos-3.dropbox.com/t/2/AADrez1zJ3EWlvv0oT-0SO2kTscxYfwMBvBcZD6a-Fhmjw/12/85427234/png/32x32/1/_/1/2/vehicle%20effects%20blueprint%20delayed%20check.PNG/ENOTwUIYgsgEIAIoAg/UbSo-TNwN6R_DRbG9fCnNtJLeEuYSYrjs8HwN894HX8?size_mode=5

https://photos-3.dropbox.com/t/2/AAB7n4CeIMoQn-gKEuOx4vFOwKX3BbjYpiOi5HWcgD8wGA/12/85427234/png/32x32/1/_/1/2/vehicle%20effects%20blueprint%20timer%20speed%20check.PNG/ENOTwUIYgsgEIAIoAg/Nf63xSVLhTHPpbT1FN8GAM2Rf22Ensji6HWTPXyzKwg?size_mode=5

Currently things are set up so that each wheel of the vehicle uses an emitter that’s attached to the vehicle itself and the emitter is turned on and off and the particle system it uses is changed when the surface it’s colliding with changes. This works great except for how it completely destroys older particles upon changing to a new effect.

I hope I explained this well enough, I’d appreciate some help with this! If I need to provide a better visual example then I will.

I made a video example of the behavior of the trail. The top vehicle is the behavior I want and the bottom one is the behavior the current blueprint gives

Here’s the video itself

The bottom trail completely deletes the existing smoke when it changes while what I want to happen is that it works like the top one and starts spawning the new trail but lets the old one finish. I hope this helps more.

Hey Chaofanatic!
Did you find a solution for this? This is exactly what I’m struggling right now - still cannot figure right way to make it work.