How to scale particles in animation notify?

Hello Ive been using Play Particle Effect notify to trigger dust particles when my feet hit the ground. My question is, how can I scale the particle system?

The default Play Particle Effect notify doesn’t support setting scale, so the easiest thing to do would be to make a copy of your particle system and change the scale to fit your character.

Alternatively, you could use a regular notify and create a function that spawns the particles in the character blueprint, but that gets much more involved.

Check out this thread as well:

Animation Notifications - play particle effect scale

If I were to create a new notify from the same class as AnimNotify_PlayParticleEffect, where should I create the function? In the character or animation blueprint? From the other thread it would look something like this:

What would I put in first to “call” this function?

How can we put in a feature request? Our particle systems are very complex, as in 10+ sub-emitters. Like-wise letting the artist scale the emitters just seems like a good idea. For us scaling the particles manually is not a work-able solution and would force us to stop using particle effect animation notifys.

Please, how can we request setting scale in notify as a feature?

Best practice is to make your particle effects at the size you need them, but if you have particles from an outside source that aren’t to the proper scale, that’s not always possible.

However, it should be fairly trivial to subclass AnimNotify_PlayParticleEffect in code and add a Scale parameter. This would almost be simple to do even by making a Blueprint subclass of the Notify, but unfortunately the Particle System reference isn’t exposed. I’m going to add a feature request to expose that because it seems like it would be useful for making custom particle effect notifies.

Finally, again going back to best practice, scaling effects doesn’t always give great results, so be careful. In particular, modules that directly set location don’t always play well with scaling, so you may need to go in and adjust those manually.

Thank you! I was able to make this in C++: