Ribbon particle, dynamically controlling lifetime no fluid update?
I'm trying to 'animate' a ribbon particle so it slowly grows longer. The ribbon trails behind a vehicle that is driving quite fast. Even though I use a value that linearly increases from 0 to 1 to drive this and update it on tick, the ribbon activates, stays short and at a random time pops to its long version.
Lifetime settings Update settings I've already noticed that trying to set the lifetime from 0 to 1 doesn't work, since a lifetime of 0 seems to mean infinite. That is why I'm trying 0.03 to 0.6 as you can see in my ribbon settings. The spawn rate i've set to 90. Short Version: Long version which also looks buggy: choppy and as if there are 2 ribbon trails. At a random time it can start looking like i want it and then go back to the buggy version. Good ribbon:
To me it seems like an update problem. As if it doesn't flag the particle system to having to change? Anyone has any other ideas to dynamically control the length of a ribbon particle?
asked Apr 06 '17 at 08:02 AM in Bug Reports
Thank you for submitting this post. I have reproduced this issue and logged a report for it here: https://issues.unrealengine.com/issue/UE-44115
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There doesn't appear to be a simple workaround for this other than ending the ribbon trail every time you need to adjust lifetime. I know that doesn't help your case so you may need to rely on clever material work to get the effect you want.
answered Apr 18 '17 at 05:14 PM
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