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Particles don't show if player is too close

I created a particle emitter to make rain and it works fine if I place it on scene. But if the player goes near they dissapear. I want this particle emitter following the player, and sure i place it on the blueprint and link it to the camera, but it only works if i place the emiitter at some distance, if i place it above the camera as intended they dissapear.

Product Version: UE 4.13
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asked Oct 09 '16 at 05:21 PM in Using UE4

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gabospawn
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set the bounds inside cascade (reboot ue4 after you did) https://forums.unrealengine.com/showthread.php?12430-Particles-and-field-of-view

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answered Oct 09 '16 at 05:24 PM

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Luos ♦
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avatar image gabospawn Oct 09 '16 at 08:10 PM

Thnak you very much. I am still a noob and pluralsight tuts have take me so far. I fixed the bounds but didnt realize that you could customize them after restart.

avatar image Luos ♦ Oct 09 '16 at 10:34 PM

so it got solved? :)

avatar image gabospawn Oct 10 '16 at 02:39 AM

yes sorry i didnt notice my email earlier. i was fighting with a masked material but I won.

avatar image laurencedirk Oct 30 '16 at 06:12 AM

I am fairly new to all this. I can't seem to solve this issue.

I'm having the same problem - get within 1 metre of the particle system and it disappears. I've tried setting the bounds to be tiny (-0.01 to 0.01) and ridiculous (-20,000 to 20,000) and in every case, the system is visible until the player gets within 1 metre of it, at which point it vanishes.

What am I missing?

avatar image Luos ♦ Oct 30 '16 at 09:22 AM

You are missing the fact that you are not properly reading and paying attention :p

(reboot ue4 after you did)

avatar image laurencedirk Oct 30 '16 at 11:15 AM

I rebooted unreal every time I made a change, still no difference. I found another way around the problem by using something else instead of a particle system, but I'd still like to see if I can figure this out - I'm sure it will come up again.

avatar image Luos ♦ Oct 30 '16 at 12:05 PM

hmm only thing i can think of then is accidentally inverted min/max bounds, or accidentally created a particle LOD with nothing in it.

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