Can I get rid of the delay when spawning a static mesh as part of a particle system?

I’m using UE4 15.1 on Windows 8.1 with Visual Studio Community 2015 Version 14 Update 3.

I am spawning two types of particle systems to represent points and lines between them.

The particle system for my points has two emitters, one for the static mesh and one for the orbiting sprites.


As you can see below, there’s a delay between the point particle system being spawned and the static mesh appearing.


I have the project up on [github][3]. Here’s the code snippet that spawns the point particle system.

bool SpawnPoint(UWorld* world, UParticleSystem* myParticleSystem)
	{
		check(!PointLocation.ContainsNaN());
		
		if (world)
		{
			SparkPSC = UGameplayStatics::SpawnEmitterAtLocation(world, myParticleSystem, PointLocation, FRotator(0.0f));

			if (SparkPSC)
			{
				SparkPSC->ActivateSystem();
				IsSpawned = true;


				FRotator Rotation(0.0f, 0.0f, 0.0f);
				FActorSpawnParameters SpawnInfo;
				m_PointLable = world->SpawnActor<APointLabel>(PointLocation, Rotation, SpawnInfo);

				return true;
			}
		}
		return false;
	}

My questions are:

  • Is it possible to remove this delay so the static mesh appears as soon as the static mesh is spawned?
  • Is there a better (or alternative) way to use make static meshes appear in a scene rather than using particle systems with a static mesh emitter?

Been a week since I asked this just wondering if anyone had any thoughts?

I’ve seen too and am super confused by it…one workaround I’ve seen is to, if I don’t want the delay, use the BURST method of spawning early-system meshes, with a delay set to 0. Combined with continuous spawning, it can resolve most of the issues.

Actually…disregard that burst method thing from my earlier comment…that might not be related. I did more digging and think this is related to COLLISION. Turn off collision on that mesh and disable any collision modules in the emitter. That helped me at least.