Switching to a Particle Parameter removes random value acquisition?

I think the only way to do that is to generate random value in blueprint every tick and pass it into emitter, but I’m not sure it will work properly, especially with velocity.

Hey, redbox. Thanks a lot for the info. I feared having to do the random bit in BP. If you don’t mind, I’ll leave open just a bit longer and see if I can find some secret checkbox somewhere in cascade before marking it Answered. Thanks!

So, I got 2 particle systems. They’re identical except for ①the amount of particles spawned and ②the velocity (both are using Distribution Vector Uniform). To simplify the blueprints, I thought I’d just use one particle system and change those 2 characteristics (spawn amount and velocity) to vector particle params, but I’m getting unexpected results.

It’s likely because I’m just thinking about it wrong. I thought changing it to a vector particle param would let me adjust just the ranges, yet keep the random value acquisition, but it doesn’t seem so. Is it correct to assume vector particle params just allows one to sets the limits, at the cost of losing the random functionality?

Here’s an ss (I’m pretty darn sure all the values are the same; I’ve verified the spawned amount definitely is ):

Anyone know of a simple way for me to change only the range in BP and then let it automatically take care of random generated value like Vector Uniform does?

Thanks for any help!