Deactivate Is Deactivating the Wrong Thing
I am trying to create a fire system that damages the player when they are in the fire and keeps the fire attached to them for a few seconds, dealing more damage until the fire fades from them.
However, when the player leaves the particle emitter, the emitter itself fades away and the fire that has been spawned on the player keeps going. I've managed to set something similar up using the Level blueprint, but I would like to stay away from using the Level blueprint if possible.
Here is the Blueprint that ends the emitter.
Thanks if you can help me.
asked Nov 04 '16 at 05:30 PM in Blueprint Scripting
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