Dynamic Parameter for UV Panning with a Beam Emitter not working but works on static mesh particles.

I tried using this graph on a beam emitter in cascade. It works perfectly fine on a static mesh. I can easily spawn a particle and control the panning of a texture in U or V at birth. But for some reason this will not work on a beam particle?

I believe this worked before because I recall hearing this technique was used for bullet tracers in Gears of War from an Unreal Tech talk session on Youtube.

Hey iLLogic808,

Could you show me how you are setting up your Particle System in conjunction with this material?

I tested your material set up with a test beam particle I have, and it seems to work within the scope of which it is designed. I tested in 4.10.4 and not 4.9.2 however, so the issue could be resolved in this build.

The beam on the top is the one using your material set up.

Let me know if you have further questions.

Thanks,

I migrated the effect to 4.10.4 and it still is not working… I must have something missing in my settings…

Its really a simple Integration.

I have a beam particle using “user set” target and “user set” source methods.

My dynamic parameter is for “PanSpeedU” is set to 8.
My dynamic parameter is for “PanSpeedV” is set to 4.

We have blueprint logic that passes in the user set location of the target and source.

Can I get a copy your above setup to compare?

So I am actually not using a target and source for the beam method, but rather the ‘Distance’ method.

Particle Beam Material

Beam Particle System

The easiest way to do this would for you to give me a small example project with your own set up, so I can take a look at exactly what you are seeing on my end.

Let me know if you have further questions.

Cheers,

I don’t see a dynamic parameter module in your emitter.

My material gives no errors in the material graph editor either. It works on non beam particles.

Also can you attach the append node on the end of your graph to the UVs input on a texture sampler node then plug it into the material emissive and opacity inputs.

Then load up your emitter.

Add a dynamic parameter.

Then try changing the settings for SpeedU and SpeedV on the dynamic parameter. If you see the texture panning down the length or across the width of the beam then for sure I’m doing something wrong.

To avoid any confusion or missing steps, instead of me doing this by trial and error would you provide me with an example project where the issue occurs. All you need to do is create a blank project, create your set up, and then use the File > Zip up Project option.

You can then attach the project in your response if it is small enough. If you cannot attach it to your response, simply upload it to an external file sharing program like Google drive and share the link with me.

I appreciate it.

OK I finally came back around and created a sample project in UE 4.10.4 with this issue.
The scene has one particle system with two emitters in it.

The one on the left uses a beam with “user set” method.
The one on the right uses a mesh that is a basic plane.

Both emitters are using the same dynamic parameter and material settings.

The Beam is not panning but the mesh is panning both in U and V as defined in the dynamic parameter settings in both emitters.

86951-

Hey I sent a scene file and test setup earlier.

Any chance you had a moment to look?

Hey iLLogic808,

I did some more digging after opening your project and running the tests, and found that this is actually a known and reported issue UE-13679. I really appreciate your patience while we figured out the solution to this issue, and for providing a project to test. I will make sure to add this post to the bug report in order to increase the community interest and get a fix made possibly sooner.

Let me know if you have further questions or need additional assistance.

Cheers,

Great thanks for confirming this with me. I tried everything and was thinking perhaps i was doing something wrong.

This would come in real handy for fast moving projectiles, laser tracers, dynamic trip lines, alot of which we will have in our project.

Thanks again! And hopefully we can up-vote this one :slight_smile:

Once I get an update on the issue, I will return here to keep you informed of it’s progress.

i had a little trouble with this same thing. In the process I learned that CustomUBVs don’t work at all with beams

Is this issue solved yet?

just noticed this as well (custom UVs not working making some effects highly inefficient on mobile). I guess it will not get a fix now cascade is no longer worked on - did you ever find a workaround?