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Particle Emitter Random Spawn Rate?

I've spent the past hour trying to figure out how to create a particle emitter with a random spawn rate. I've tried every Distribution method there is (Float Constant, Float Constant Curve etc.) but no matter what I do, the particle always spawns at the exact same rate. I don't understand it. Here's a video showing my last settings: https://youtu.be/gtksabvklKw

You'd think with a Min value of 0.000001 and a Max value of 3.0 you'd get quite a lot of variety but it seems to be taking the two values and creating a constant from them. How does one create a random spawn rate for an emitter? In my case, its dripping blood and I don't want the drips to fall at the same time every time as it doesn't look believable.

Product Version: UE 4.10
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asked Jun 16 '16 at 10:27 AM in Using UE4

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TorQueMoD
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avatar image Davision May 24 '19 at 12:56 PM

I'm currently having the exact same problem. Had you ever found a solution for it?

avatar image TorQueMoD May 24 '19 at 05:54 PM

No, I must have moved on to other things but looking back at this post the first thing I'd suggest to my past self would be to increase the max value. The difference between 0.1 and 0.000001 is negligible because this is a delay in seconds so really it's like I'm trying to get it to do a random delay of anywhere between 1 and 3 seconds which isn't much to notice. If I were playing with this now I'd try increase the max value to 23 or something and see what happens there just to be certain of whether or not the issue is a glitch or my values.

avatar image Davision May 24 '19 at 06:26 PM

Thanks for your reply. Below is the setup that made me question if that can be right. What helped to make it look much more random is to increase the max a lot as your suggested but also making the min negative like -15.

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gifrtzfghfgh.gif (1.2 MB)
avatar image TorQueMoD May 24 '19 at 07:40 PM

Interesting. I wouldn't have thought a negative value would work and you'd certainly expect these values to translate into seconds. I guess they're more arbitrary so the further apart the two numbers are the better?

avatar image Davision May 25 '19 at 10:52 AM

I'm not sure, its like the further, higher difference they are the more random it appears to be while low values almost makes it look like it work in a interval. Its certainly confusing but using negative gives much more control.

avatar image TorQueMoD May 25 '19 at 07:21 PM

Yeah that is weird. I would imagine that using a negative value is really just increasing the gap between the two numbers. For example if you're using -15 and 15 it would theoretically be the same as 1 and 31 right? Glad to see you've got it sorted though because I'm going to be coming back to this exact situation in a few months now that I'm working on the project where I needed this again :)

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there is some variableness going on, but its very very minimum. Same happens with float uniforms for color. so I think you might be right.. something is off.

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answered Jun 16 '16 at 12:03 PM

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Luos
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avatar image TorQueMoD Jun 16 '16 at 10:06 PM

Yeah. I thought as much. Don't know why though cause that wide a range should give you quite a bit of difference in the spawn rate.

avatar image Luos Jun 16 '16 at 11:24 PM

also forwarded it to s/o from epic, hope he/she can shed some light :)

avatar image TorQueMoD Jun 16 '16 at 11:42 PM

Cool. Thank you.

avatar image TorQueMoD Jul 06 '16 at 11:22 AM

Still haven't found a solution to the issue.

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