x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

Particles getting stuck

I'm having an issue where, at random times, certain particles in my particle system are getting stuck. Considering they have a Lifetime value of 1.0, they may be spawning constantly despite the system itself needing to be shutdown. This message is seen in my console log:

GameplayStatics::SpawnEmitterAtLocation spawned potentially immortal particle system

My particle system consists of two emitters. The first is a Mesh Data emitter that spawns a small burst of meshes in a random upwards direction.

alt text

The second emitter is a simple emitter with Emitter Initial Location set to the mesh emitter. This is not a burst, and is a constant rate of 10:

alt text

I spawn this from my projectile blueprint... upon collision, I call the blueprint node Spawn Emitter At Location with the location of the actor and Auto Destroy set to true... then I call Destroy on the projectile BP.

What I am finding is that rarely, but often enough to be an issue, I will find the "BubbleTrail" emitter, which is just a circle ring, floating around at some point in the world. Because life time is 1.0 on these, they seem to still be emitting despite loops for the Required module being set to 1.

What is the cause of this?

Product Version: UE 4.12
Tags:
gibsburst.jpg (176.0 kB)
trail.jpg (133.6 kB)
more ▼

asked Sep 19 '16 at 04:47 PM in Using UE4

avatar image

Lawlcat
49 4 5 11

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Resolved...

Instead of using Spawn Emitter at Location, I just spawn emitter attached to the projectile, set the projectile visibility, collision and motion to false and just use it as an anchor point in space. Then I destroy the projectile some time later when the particle system runs.

It's not really ideal

more ▼

answered Sep 23 '16 at 12:14 PM

avatar image

Lawlcat
49 4 5 11

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question