Why do my particles stay after the emitter moves?

So if I wanted to create something like a torch, I’d have a problem: using the default fire particle system, “spawns” a flame at a given time, and that flame obviously stays there.

Now, if my character moves, there will be flames floating in the air. I haven’t really studied particles at all in unreal, and I know there are plenty of tutorials on the subject, but is there a quick fix for the problem I’m facing at the moment?

Well, if I use a lifetime constant of, then there is no particle at all.

Just do this: enable “Use Local Space” under Required → Emitter of the Particle Effect

I would just attach the particle to the torch that is probably attached to the player. As a component in the class BP either that or group it with the torch.

If you need it to be on and off you could uncheck the auto activate in the class BP editor when toying with the particle system. Then in the graph get the particle component drag a wire and type Activate at your choosing

can I tack on a question? if I put a smoke emitter on a pawn the smoke moves with the pawn?

Advice from 2 years ago still being put to use!

And another year after that! XD spend a whole day trying to figure this out, and this thread saved me from going nuts so thank you!

Post still useful in 2018. Thanks! :smiley:

Works! …still useful Oct 2018 - thx!

Relevant in 2019! :smiley:

Absolutely. I had a great sprite particle that was following my moving mesh doggishly, but a nasty little light particle that would just stick in one place. +1 for an easy, quick fix!

Thank for the helpful post!!!

I want something just like this~~~

This is the answer that keeps on giving. Thanks, helped me after hours of messing around.

It’s 2020… Works in Niagara !
Thanks noatom!

Still kicking ■■■ in 2020! (F Coronavirus)

Still relevant in 2021!! Thanks again!

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