Beam Emitter problems when attached to non-inherrited meshes

I’ve been struggling with this problem for a while now and have been / am looking online for solutions.

So far, I’ve been understanding more and more how the Engine works and what’s the root of the problem and can’t seem to find a solution to my problem.

The problem is that I’m trying to make a laser sight, but the Beam Particle Emitter seems to be 1 frame behind when it’s attached to a non-inherited mesh.

For Example. If I use the First Person Template and attach a Beam Emitter to the socket of the gun’s Muzzle, it doesn’t follow the gun and seems to lag 1 frame behind where as if I use the 3rd Person template which uses inherited meshes, it’s working perfectly.

I’ve tried setting “Use Local Space”, but it doesn’t let me apply the checkmark for Beam type Emitters. I’ve tried setting the Meshes and actor to only tick post physics and still have the issue. I’ve been trying to see if I can put the beam in it’s own separate blueprint, but that doesn’t seem too easy to do. (Having 2 blueprints interchange data without events or whatnot)

Does anyone have an idea as to what I could try next?

I’m having the same issue as well

Did you ever find a solution to this. I’m having the same problem only using C++. Even setting the SetBeamSourcePoint in Tick doesn’t alleviate the problem. I have set the User and Vector parameters in the beam as other answers/threads had suggested, but that doesn’t seem to address this. It does have the correct start and end point, but the source location always lags behind the mesh/socket to which it’s supposedly attached. Since you got no answer, I hate to just ask the same question again.

Please remove your answer as it then shows up as if the question is answered and people may be less likely to look at it. Your answer really needs to be just a comment.

still an issue in 2019

Anyone found a solution?