Why do particles disappear after the camera moves?
Hi, We are building game with 2 players and a single camera. The players each have a particles system attached that when enabled (bHiddenInGame = false) shows a beam. However for some reason, when the players move forward in the level (without shooting) the beam doesn't come back when activating it again, it becomes visible again after they backtrack towards their spawn point though, BUT if the players activate it more often or simply keep it active while moving away, the beams stay visible. I'm assuming it's not a bug, and just a case of culling or something we're doing wrong (I've found related(?) questions, like this one https://answers.unrealengine.com/questions/25156/force-gpu-particles-to-render.html). However I haven't managed to fix our problem by changing the bounds scale.
Oh yeah I think it definitely has to do with the change in camera position, since if one player stays behind, thus making the camera stay behind too, it works fine for the other player (for as far as we can keep him in the viewport).
I've recorded a simple video to hopefully make it a bit clearer. http://webmup.com/nRR09/vid.webm 1. Players are at spawn. Beams work correctly. 2. Players move onwards, try shooting again, but no particles show 3. They go back, particles work again. 4. Players move forwards but shoot while doing so, and now the particles don't break.
We managed to circumvent our issue by replacing the
particleBeam->SetHiddenInGame( true ) /particleBeam->SetHiddenInGame( false )
with simply giving the beam start and end locations to a hidden location under our scene, effectively hiding them without turning them off.
But their positions have to be updated every tick, even when hidden (underground).
answered Jun 24 '14 at 03:42 PM
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