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Cascade > Shared Seeded module not sharing correct seed.

tested in 4.11 to 4.15


The video explains it rather well. You would expect (in this case) that if you share seeds of innitial rotation, that each seed has the same value between emitters. sadly this is not the case, and the bane of my existence at this moment :p

Product Version: UE 4.15 Preview
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asked Jan 25 '17 at 08:23 PM in Bug Reports

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Hey Luos,

What you have suggested should be possible with the engine currently.

Have you tried what I did in this video? It isn't perfectly random but the player shouldn't know the difference and the two particle systems should stay together.

An alternative is to set the particle rotation using a particle param and blueprints. If I am missing something or you are still having issues let me know!



randomseed.zip (4.3 MB)
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answered Jan 27 '17 at 02:12 PM

avatar image Luos Jan 27 '17 at 03:01 PM

Hey Ed! thanks for that, will try it out after dinner.

avatar image Luos Feb 02 '17 at 12:43 AM

Hey Ed, for some reason I am not getting the same result in 4.11 all the way to 4.15 latest preview.

Any idea what I might be doing wrong, or whats going on?

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avatar image Ed Burgess ♦♦ STAFF Feb 02 '17 at 04:18 PM

You aren't doing anything wrong. The Seed workaround is more like a sequence of rotations that will always execute in that sequence (in the video I am not restarting the level). If you want a particle system that is random every time it spawns you will have to do particle param workflow listed below.

  • Use Init Mesh Rotation with a vector param (I named it Rot) and share, (see screen)

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  • Make a blueprint and set the rotation every time a particle is spawned. In this case I could use a simple delay since I'm only spawning 1 particle per second. I have it in begin play to the system gets initialized with a random value. Keep in mind this is just a quick proof of concept you will need to adjust this workflow to meed your needs.
    alt text

  • Using this method I got both shared emitters to have the same rotation and it was random every time it spawned. (this is what you are looking for probably but it is a bit more annoying to work with).

Sadly you can't preview the particle system's randomness in cascade and have to play in editor to test. I know this workaround isn't ideal but it gets the job done.

temppic2.jpg (99.8 kB)
temppic.jpg (84.5 kB)
avatar image Luos Feb 03 '17 at 02:58 PM

Hey Ed, thanks for the explanation, sadly due to the nature of this (marketplace) package I dont want to use any blueprints.

Nonetheless I will bookmark this page if I ever need a setup like this personally :) I guess for now I'll just merge the meshes & materials and use a few masking techniques.

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