[bug] Deactivated emitters think they are still active till they are viewed

I’m having an issue whereby I am setting the “active” state of emitter components using blueprint and their state doesn’t change until they are viewed by the player. As a result the code that is checking their active state thinks they are still active and breaks. Also the player sees the particles appear for a moment when they look at an area that has a deactivated system.

This seems to be a bug unless there’s a flag I’m missing somewhere that forces the emitter to update once even though it is offscreen.

Thanks

  • ook

Do your particles have a long lifespan? I had an issue once where I thought a dust particle emitter wasn’t being turned off until I realized the lifespan of each particle was set to 600 minutes or something crazy like that. Basically, once the particle was spawned, it would stay there forever, even after I deactivated the particle. I hope your problem is something simple like that.

No the particles only have a short (1s) lifespan. I’m pretty sure this is an actual bug because when tested with blueprint after being deactivated when offscreen they will return active = true. Then once the particle is viewed it will return as active = false.

As a work around I generate a list of bools for each emitter I spawn and keep that in sync with the state of the emitters. This allows me to test the state of the emitters using the list instead of using the active flag. Annoying but it works.